Tone.js/Tone/source/Player.js
Yotam Mann 4818c14faa fixes AudioSourceNode looping bug in Chrome 42
This should be addressed in Chrome 43.

Fixes #64
2015-04-28 22:12:59 -04:00

334 lines
8.3 KiB
JavaScript

define(["Tone/core/Tone", "Tone/core/Buffer", "Tone/source/Source"], function(Tone){
"use strict";
/**
* @class Audio file player with start, loop, stop.
*
* @constructor
* @extends {Tone.Source}
* @param {string|AudioBuffer} url Either the AudioBuffer or the url from
* which to load the AudioBuffer
* @param {function=} onload The function to invoke when the buffer is loaded.
* Recommended to use {@link Tone.Buffer#onload} instead.
* @example
* var player = new Tone.Player("./path/to/sample.mp3");
*/
Tone.Player = function(){
var options = this.optionsObject(arguments, ["url", "onload"], Tone.Player.defaults);
Tone.Source.call(this, options);
/**
* @private
* @type {AudioBufferSourceNode}
*/
this._source = null;
/**
* If the file should play as soon
* as the buffer is loaded.
* @type {boolean}
*/
this.autostart = options.autostart;
/**
* the buffer
* @private
* @type {Tone.Buffer}
*/
this._buffer = new Tone.Buffer({
"url" : options.url,
"onload" : this._onload.bind(this, options.onload),
"reverse" : options.reverse
});
/**
* if the buffer should loop once it's over
* @type {boolean}
* @private
*/
this._loop = options.loop;
/**
* if 'loop' is true, the loop will start at this position
* @type {Tone.Time}
* @private
*/
this._loopStart = options.loopStart;
/**
* if 'loop' is true, the loop will end at this position
* @type {Tone.Time}
* @private
*/
this._loopEnd = options.loopEnd;
/**
* the playback rate
* @private
* @type {number}
*/
this._playbackRate = options.playbackRate;
/**
* Enabling retrigger will allow a player to be restarted
* before the the previous 'start' is done playing.
* @type {boolean}
*/
this.retrigger = options.retrigger;
};
Tone.extend(Tone.Player, Tone.Source);
/**
* the default parameters
* @static
* @const
* @type {Object}
*/
Tone.Player.defaults = {
"onload" : function(){},
"playbackRate" : 1,
"loop" : false,
"autostart" : false,
"loopStart" : 0,
"loopEnd" : 0,
"retrigger" : false,
"reverse" : false,
};
/**
* Load the audio file as an audio buffer.
* Decodes the audio asynchronously and invokes
* the callback once the audio buffer loads.
* Note: this does not need to be called, if a url
* was passed in to the constructor. Only use this
* if you want to manually load a new url.
* @param {string} url The url of the buffer to load.
* filetype support depends on the
* browser.
* @param {function(Tone.Player)=} callback
* @returns {Tone.Player} `this`
*/
Tone.Player.prototype.load = function(url, callback){
this._buffer.load(url, this._onload.bind(this, callback));
return this;
};
/**
* Internal callback when the buffer is loaded.
* @private
*/
Tone.Player.prototype._onload = function(callback){
callback(this);
if (this.autostart){
this.start();
}
};
/**
* play the buffer between the desired positions
*
* @private
* @param {Tone.Time} [startTime=now] when the player should start.
* @param {Tone.Time} [offset=0] the offset from the beginning of the sample
* to start at.
* @param {Tone.Time=} 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)
* @returns {Tone.Player} `this`
*/
Tone.Player.prototype._start = function(startTime, offset, duration){
if (this._buffer.loaded){
//if it's a loop the default offset is the loopstart point
if (this._loop){
offset = this.defaultArg(offset, this._loopStart);
} else {
//otherwise the default offset is 0
offset = this.defaultArg(offset, 0);
}
offset = this.toSeconds(offset);
duration = this.defaultArg(duration, this._buffer.duration - offset);
//the values in seconds
startTime = this.toSeconds(startTime);
duration = this.toSeconds(duration);
//make the source
this._source = this.context.createBufferSource();
this._source.buffer = this._buffer.get();
//set the looping properties
if (this._loop){
this._source.loop = this._loop;
this._source.loopStart = this.toSeconds(this._loopStart);
this._source.loopEnd = this.toSeconds(this._loopEnd);
// this fixes a bug in chrome 42 that breaks looping
// https://code.google.com/p/chromium/issues/detail?id=457099
duration = 65536;
} else {
this._nextStop = startTime + duration;
}
//and other properties
this._source.playbackRate.value = this._playbackRate;
this._source.onended = this.onended;
this._source.connect(this.output);
//start it
this._source.start(startTime, offset, duration);
} else {
throw Error("tried to start Player before the buffer was loaded");
}
return this;
};
/**
* Stop playback.
* @private
* @param {Tone.Time} [time=now]
* @returns {Tone.Player} `this`
*/
Tone.Player.prototype._stop = function(time){
if (this._source){
this._source.stop(this.toSeconds(time));
this._source = null;
}
return this;
};
/**
* Set the loop start and end. Will only loop if `loop` is
* set to `true`.
* @param {Tone.Time} loopStart The loop end time
* @param {Tone.Time} loopEnd The loop end time
* @returns {Tone.Player} `this`
* @example
* player.setLoopPoints(0.2, 0.3);
* player.loop = true;
*/
Tone.Player.prototype.setLoopPoints = function(loopStart, loopEnd){
this.loopStart = loopStart;
this.loopEnd = loopEnd;
return this;
};
/**
* If `loop` is true, the loop will start at this position.
* @memberOf Tone.Player#
* @type {Tone.Time}
* @name loopStart
*/
Object.defineProperty(Tone.Player.prototype, "loopStart", {
get : function(){
return this._loopStart;
},
set : function(loopStart){
this._loopStart = loopStart;
if (this._source){
this._source.loopStart = this.toSeconds(loopStart);
}
}
});
/**
* If `loop` is true, the loop will end at this position.
* @memberOf Tone.Player#
* @type {Tone.Time}
* @name loopEnd
*/
Object.defineProperty(Tone.Player.prototype, "loopEnd", {
get : function(){
return this._loopEnd;
},
set : function(loopEnd){
this._loopEnd = loopEnd;
if (this._source){
this._source.loopEnd = this.toSeconds(loopEnd);
}
}
});
/**
* The audio buffer belonging to the player.
* @memberOf Tone.Player#
* @type {AudioBuffer}
* @name buffer
*/
Object.defineProperty(Tone.Player.prototype, "buffer", {
get : function(){
return this._buffer;
},
set : function(buffer){
this._buffer.set(buffer);
}
});
/**
* If the buffer should loop once it's over.
* @memberOf Tone.Player#
* @type {boolean}
* @name loop
*/
Object.defineProperty(Tone.Player.prototype, "loop", {
get : function(){
return this._loop;
},
set : function(loop){
this._loop = loop;
if (this._source){
this._source.loop = loop;
}
}
});
/**
* The playback speed. 1 is normal speed.
* Note that this is not a Tone.Signal because of a bug in Blink.
* Please star this issue if this an important thing to you:
* https://code.google.com/p/chromium/issues/detail?id=311284
*
* @memberOf Tone.Player#
* @type {number}
* @name playbackRate
*/
Object.defineProperty(Tone.Player.prototype, "playbackRate", {
get : function(){
return this._playbackRate;
},
set : function(rate){
this._playbackRate = rate;
if (this._source) {
this._source.playbackRate.value = rate;
}
}
});
/**
* The direction the buffer should play in
* @memberOf Tone.Player#
* @type {boolean}
* @name reverse
*/
Object.defineProperty(Tone.Player.prototype, "reverse", {
get : function(){
return this._buffer.reverse;
},
set : function(rev){
this._buffer.reverse = rev;
}
});
/**
* dispose and disconnect
* @return {Tone.Player} `this`
*/
Tone.Player.prototype.dispose = function(){
Tone.Source.prototype.dispose.call(this);
if (this._source !== null){
this._source.disconnect();
this._source = null;
}
this._buffer.dispose();
this._buffer = null;
return this;
};
return Tone.Player;
});