Tone.js/Tone/source/BufferSource.js
Yotam Mann 49c401e6d8 calling stop when duration is given.
making sure to assign _startTime using it.
2016-06-17 11:32:34 -04:00

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No EOL
7.3 KiB
JavaScript

define(["Tone/core/Tone", "Tone/core/Buffer", "Tone/source/Source"], function (Tone) {
/**
* @class Wrapper around the native BufferSourceNode.
* @param {AudioBuffer|Tone.Buffer} buffer The buffer to play
* @param {Function} onended The callback to invoke when the
* buffer is done playing.
*/
Tone.BufferSource = function(){
var options = this.optionsObject(arguments, ["buffer", "onended"], Tone.BufferSource.defaults);
/**
* The callback to invoke after the
* buffer source is done playing.
* @type {Function}
*/
this.onended = options.onended;
/**
* The time that the buffer was started.
* @type {Number}
* @private
*/
this._startTime = -1;
/**
* The gain node which envelopes the BufferSource
* @type {GainNode}
* @private
*/
this._gainNode = this.output = this.context.createGain();
/**
* The buffer source
* @type {AudioBufferSourceNode}
* @private
*/
this._source = this.context.createBufferSource();
this._source.connect(this._gainNode);
this._source.onended = this._onended.bind(this);
/**
* The playbackRate of the buffer
* @type {AudioParam}
*/
this.playbackRate = this._source.playbackRate;
/**
* The fadeIn time of the amplitude envelope.
* @type {Time}
*/
this.fadeIn = options.fadeIn;
/**
* The fadeOut time of the amplitude envelope.
* @type {Time}
*/
this.fadeOut = options.fadeOut;
/**
* The value that the buffer ramps to
* @type {Gain}
* @private
*/
this._gain = 1;
//set the buffer initially
if (!this.isUndef(options.buffer)){
this.buffer = options.buffer;
}
this.loop = options.loop;
};
Tone.extend(Tone.BufferSource);
/**
* The defaults
* @const
* @type {Object}
*/
Tone.BufferSource.defaults = {
"onended" : Tone.noOp,
"fadeIn" : 0,
"fadeOut" : 0
};
/**
* Returns the playback state of the source, either "started" or "stopped".
* @type {Tone.State}
* @readOnly
* @memberOf Tone.BufferSource#
* @name state
*/
Object.defineProperty(Tone.BufferSource.prototype, "state", {
get : function(){
var now = this.now();
if (this._startTime !== -1 && now > this._startTime){
return Tone.State.Started;
} else {
return Tone.State.Stopped;
}
}
});
/**
* Start the buffer
* @param {Time} [startTime=now] When the player should start.
* @param {Time} [offset=0] The offset from the beginning of the sample
* to start at.
* @param {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)
* @param {Gain} [gain=1] The gain to play the buffer back at.
* @param {Time=} fadeInTime The optional fadeIn ramp time.
* @return {Tone.BufferSource} this
*/
Tone.BufferSource.prototype.start = function(time, offset, duration, gain, fadeInTime){
if (this._startTime !== -1){
throw new Error("Tone.BufferSource: can only be started once.");
}
if (!this.buffer){
throw new Error("Tone.BufferSource: no buffer set.");
}
time = this.toSeconds(time);
//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);
//the values in seconds
time = this.toSeconds(time);
this._source.start(time, offset);
gain = this.defaultArg(gain, 1);
this._gain = gain;
//the fadeIn time
if (this.isUndef(fadeInTime)){
fadeInTime = this.toSeconds(this.fadeIn);
} else {
fadeInTime = this.toSeconds(fadeInTime);
}
if (fadeInTime > 0){
this._gainNode.gain.setValueAtTime(0, time);
this._gainNode.gain.linearRampToValueAtTime(this._gain, time + fadeInTime);
} else {
this._gainNode.gain.setValueAtTime(gain, time);
}
this._startTime = time + fadeInTime;
if (!this.isUndef(duration)){
duration = this.defaultArg(duration, this.buffer.duration - offset);
duration = this.toSeconds(duration);
this.stop(time + duration + fadeInTime, fadeInTime);
}
return this;
};
/**
* Stop the buffer. Optionally add a ramp time to fade the
* buffer out.
* @param {Time=} time The time the buffer should stop.
* @param {Time=} fadeOutTime How long the gain should fade out for
* @return {Tone.BufferSource} this
*/
Tone.BufferSource.prototype.stop = function(time, fadeOutTime){
if (!this.buffer){
throw new Error("Tone.BufferSource: no buffer set.");
}
time = this.toSeconds(time);
//the fadeOut time
if (this.isUndef(fadeOutTime)){
fadeOutTime = this.toSeconds(this.fadeOut);
} else {
fadeOutTime = this.toSeconds(fadeOutTime);
}
//cancel the end curve
this._gainNode.gain.cancelScheduledValues(this._startTime + this.sampleTime);
//set a new one
if (fadeOutTime > 0){
this._gainNode.gain.setValueAtTime(this._gain, time);
this._gainNode.gain.linearRampToValueAtTime(0, time + fadeOutTime);
time += fadeOutTime;
} else {
this._gainNode.gain.setValueAtTime(0, time);
}
this._source.stop(time);
return this;
};
/**
* Internal callback when the buffer is ended.
* Invokes `onended` and disposes the node.
* @private
*/
Tone.BufferSource.prototype._onended = function(){
this.onended(this);
this.dispose();
};
/**
* If loop is true, the loop will start at this position.
* @memberOf Tone.BufferSource#
* @type {Time}
* @name loopStart
*/
Object.defineProperty(Tone.BufferSource.prototype, "loopStart", {
get : function(){
return this._source.loopStart;
},
set : function(loopStart){
this._source.loopStart = this.toSeconds(loopStart);
}
});
/**
* If loop is true, the loop will end at this position.
* @memberOf Tone.BufferSource#
* @type {Time}
* @name loopEnd
*/
Object.defineProperty(Tone.BufferSource.prototype, "loopEnd", {
get : function(){
return this._source.loopEnd;
},
set : function(loopEnd){
this._source.loopEnd = this.toSeconds(loopEnd);
}
});
/**
* The audio buffer belonging to the player.
* @memberOf Tone.BufferSource#
* @type {AudioBuffer}
* @name buffer
*/
Object.defineProperty(Tone.BufferSource.prototype, "buffer", {
get : function(){
return this._source.buffer;
},
set : function(buffer){
if (buffer instanceof Tone.Buffer){
this._source.buffer = buffer.get();
} else {
this._source.buffer = buffer;
}
}
});
/**
* If the buffer should loop once it's over.
* @memberOf Tone.BufferSource#
* @type {boolean}
* @name loop
*/
Object.defineProperty(Tone.BufferSource.prototype, "loop", {
get : function(){
return this._source.loop;
},
set : function(loop){
this._source.loop = loop;
}
});
/**
* Clean up.
* @return {Tone.BufferSource} this
*/
Tone.BufferSource.prototype.dispose = function(){
this.onended = null;
if (this._source){
this._source.onended = null;
this._source.disconnect();
this._source = null;
}
if (this._gainNode){
this._gainNode.disconnect();
this._gainNode = null;
}
this._startTime = -1;
this.playbackRate = null;
this.output = null;
return this;
};
return Tone.BufferSource;
});