mirror of
https://github.com/Tonejs/Tone.js
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1234b7c04d
The first example for Part doesn't play. ## Changes - adds start(0) to example code
473 lines
12 KiB
TypeScript
473 lines
12 KiB
TypeScript
import { TicksClass } from "../core/type/Ticks";
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import { TransportTimeClass } from "../core/type/TransportTime";
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import { NormalRange, Positive, Seconds, Ticks, Time, TransportTime } from "../core/type/Units";
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import { defaultArg, optionsFromArguments } from "../core/util/Defaults";
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import { StateTimeline } from "../core/util/StateTimeline";
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import { isArray, isDefined, isObject, isUndef } from "../core/util/TypeCheck";
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import { ToneEvent, ToneEventCallback, ToneEventOptions } from "./ToneEvent";
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type CallbackType<T> =
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T extends {
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time: Time;
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[key: string]: any;
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} ? T :
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T extends ArrayLike<any> ? T[1] :
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T extends Time ? null : never;
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interface PartOptions<T> extends Omit<ToneEventOptions<CallbackType<T>>, "value"> {
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events: T[];
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}
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/**
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* Part is a collection ToneEvents which can be started/stopped and looped as a single unit.
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*
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* @example
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* const synth = new Tone.Synth().toDestination();
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* const part = new Tone.Part(((time, note) => {
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* // the notes given as the second element in the array
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* // will be passed in as the second argument
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* synth.triggerAttackRelease(note, "8n", time);
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* }), [[0, "C2"], ["0:2", "C3"], ["0:3:2", "G2"]]).start(0);
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* Tone.Transport.start();
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* @example
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* const synth = new Tone.Synth().toDestination();
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* // use an array of objects as long as the object has a "time" attribute
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* const part = new Tone.Part(((time, value) => {
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* // the value is an object which contains both the note and the velocity
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* synth.triggerAttackRelease(value.note, "8n", time, value.velocity);
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* }), [{ time: 0, note: "C3", velocity: 0.9 },
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* { time: "0:2", note: "C4", velocity: 0.5 }
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* ]).start(0);
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* Tone.Transport.start();
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* @category Event
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*/
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export class Part<ValueType = any> extends ToneEvent<ValueType> {
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readonly name: string = "Part";
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/**
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* Tracks the scheduled events
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*/
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protected _state: StateTimeline<{
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id: number;
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offset: number;
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}> = new StateTimeline("stopped");
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/**
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* The events that belong to this part
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*/
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private _events: Set<ToneEvent> = new Set();
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/**
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* @param callback The callback to invoke on each event
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* @param events the array of events
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*/
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constructor(callback?: ToneEventCallback<CallbackType<ValueType>>, value?: ValueType[]);
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constructor(options?: Partial<PartOptions<ValueType>>);
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constructor() {
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super(optionsFromArguments(Part.getDefaults(), arguments, ["callback", "events"]));
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const options = optionsFromArguments(Part.getDefaults(), arguments, ["callback", "events"]);
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// make sure things are assigned in the right order
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this._state.increasing = true;
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// add the events
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options.events.forEach(event => {
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if (isArray(event)) {
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this.add(event[0], event[1]);
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} else {
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this.add(event);
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}
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});
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}
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static getDefaults(): PartOptions<any> {
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return Object.assign(ToneEvent.getDefaults(), {
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events: [],
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});
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}
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/**
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* Start the part at the given time.
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* @param time When to start the part.
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* @param offset The offset from the start of the part to begin playing at.
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*/
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start(time?: TransportTime, offset?: Time): this {
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const ticks = this.toTicks(time);
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if (this._state.getValueAtTime(ticks) !== "started") {
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offset = defaultArg(offset, this._loop ? this._loopStart : 0);
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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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offset = defaultArg(offset, 0);
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}
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const computedOffset = this.toTicks(offset);
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this._state.add({
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id: -1,
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offset: computedOffset,
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state: "started",
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time: ticks,
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});
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this._forEach(event => {
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this._startNote(event, ticks, computedOffset);
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});
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}
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return this;
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}
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/**
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* Start the event in the given event at the correct time given
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* the ticks and offset and looping.
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* @param event
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* @param ticks
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* @param offset
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*/
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private _startNote(event: ToneEvent, ticks: Ticks, offset: Ticks): void {
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ticks -= offset;
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if (this._loop) {
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if (event.startOffset >= this._loopStart && event.startOffset < this._loopEnd) {
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if (event.startOffset < offset) {
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// start it on the next loop
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ticks += this._getLoopDuration();
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}
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event.start(new TicksClass(this.context, ticks));
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} else if (event.startOffset < this._loopStart && event.startOffset >= offset) {
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event.loop = false;
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event.start(new TicksClass(this.context, ticks));
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}
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} else if (event.startOffset >= offset) {
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event.start(new TicksClass(this.context, ticks));
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}
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}
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get startOffset(): Ticks {
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return this._startOffset;
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}
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set startOffset(offset) {
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this._startOffset = offset;
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this._forEach(event => {
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event.startOffset += this._startOffset;
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});
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}
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/**
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* Stop the part at the given time.
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* @param time When to stop the part.
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*/
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stop(time?: TransportTime): this {
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const ticks = this.toTicks(time);
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this._state.cancel(ticks);
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this._state.setStateAtTime("stopped", ticks);
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this._forEach(event => {
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event.stop(time);
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});
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return this;
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}
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/**
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* Get/Set an Event's value at the given time.
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* If a value is passed in and no event exists at
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* the given time, one will be created with that value.
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* If two events are at the same time, the first one will
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* be returned.
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* @example
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* const part = new Tone.Part();
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* part.at("1m"); // returns the part at the first measure
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* part.at("2m", "C2"); // set the value at "2m" to C2.
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* // if an event didn't exist at that time, it will be created.
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* @param time The time of the event to get or set.
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* @param value If a value is passed in, the value of the event at the given time will be set to it.
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*/
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at(time: Time, value?: any): ToneEvent | null {
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const timeInTicks = new TransportTimeClass(this.context, time).toTicks();
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const tickTime = new TicksClass(this.context, 1).toSeconds();
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const iterator = this._events.values();
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let result = iterator.next();
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while (!result.done) {
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const event = result.value;
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if (Math.abs(timeInTicks - event.startOffset) < tickTime) {
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if (isDefined(value)) {
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event.value = value;
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}
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return event;
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}
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result = iterator.next();
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}
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// if there was no event at that time, create one
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if (isDefined(value)) {
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this.add(time, value);
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// return the new event
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return this.at(time);
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} else {
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return null;
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}
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}
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/**
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* Add a an event to the part.
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* @param time The time the note should start. If an object is passed in, it should
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* have a 'time' attribute and the rest of the object will be used as the 'value'.
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* @param value
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* @example
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* const part = new Tone.Part();
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* part.add("1m", "C#+11");
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*/
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add(obj: {
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time: Time;
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[key: string]: any;
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}): this;
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add(time: Time, value?: any): this;
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add(time: Time | object, value?: any): this {
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// extract the parameters
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if (time instanceof Object && Reflect.has(time, "time")) {
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value = time;
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time = value.time;
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}
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const ticks = this.toTicks(time);
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let event: ToneEvent;
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if (value instanceof ToneEvent) {
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event = value;
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event.callback = this._tick.bind(this);
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} else {
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event = new ToneEvent({
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callback: this._tick.bind(this),
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context: this.context,
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value,
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});
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}
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// the start offset
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event.startOffset = ticks;
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// initialize the values
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event.set({
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humanize: this.humanize,
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loop: this.loop,
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loopEnd: this.loopEnd,
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loopStart: this.loopStart,
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playbackRate: this.playbackRate,
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probability: this.probability,
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});
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this._events.add(event);
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// start the note if it should be played right now
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this._restartEvent(event);
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return this;
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}
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/**
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* Restart the given event
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*/
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private _restartEvent(event: ToneEvent): void {
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this._state.forEach((stateEvent) => {
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if (stateEvent.state === "started") {
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this._startNote(event, stateEvent.time, stateEvent.offset);
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} else {
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// stop the note
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event.stop(new TicksClass(this.context, stateEvent.time));
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}
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});
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}
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/**
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* Remove an event from the part. If the event at that time is a Part,
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* it will remove the entire part.
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* @param time The time of the event
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* @param value Optionally select only a specific event value
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*/
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remove(obj: {
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time: Time;
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[key: string]: any;
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}): this;
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remove(time: Time, value?: any): this;
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remove(time: Time | object, value?: any): this {
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// extract the parameters
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if (isObject(time) && time.hasOwnProperty("time")) {
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value = time;
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time = value.time;
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}
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time = this.toTicks(time);
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this._events.forEach(event => {
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if (event.startOffset === time) {
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if (isUndef(value) || (isDefined(value) && event.value === value)) {
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this._events.delete(event);
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event.dispose();
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}
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}
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});
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return this;
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}
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/**
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* Remove all of the notes from the group.
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*/
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clear(): this {
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this._forEach(event => event.dispose());
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this._events.clear();
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return this;
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}
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/**
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* Cancel scheduled state change events: i.e. "start" and "stop".
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* @param after The time after which to cancel the scheduled events.
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*/
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cancel(after?: TransportTime | TransportTimeClass): this {
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this._forEach(event => event.cancel(after));
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this._state.cancel(this.toTicks(after));
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return this;
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}
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/**
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* Iterate over all of the events
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*/
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private _forEach(callback: (event: ToneEvent) => void): this {
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if (this._events) {
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this._events.forEach(event => {
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if (event instanceof Part) {
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event._forEach(callback);
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} else {
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callback(event);
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}
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});
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}
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return this;
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}
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/**
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* Set the attribute of all of the events
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* @param attr the attribute to set
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* @param value The value to set it to
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*/
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private _setAll(attr: string, value: any): void {
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this._forEach(event => {
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event[attr] = value;
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});
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}
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/**
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* Internal tick method
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* @param time The time of the event in seconds
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*/
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protected _tick(time: Seconds, value?: any): void {
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if (!this.mute) {
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this.callback(time, value);
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}
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}
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/**
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* Determine if the event should be currently looping
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* given the loop boundries of this Part.
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* @param event The event to test
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*/
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private _testLoopBoundries(event: ToneEvent): void {
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if (this._loop && (event.startOffset < this._loopStart || event.startOffset >= this._loopEnd)) {
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event.cancel(0);
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} else if (event.state === "stopped") {
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// reschedule it if it's stopped
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this._restartEvent(event);
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}
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}
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get probability(): NormalRange {
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return this._probability;
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}
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set probability(prob) {
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this._probability = prob;
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this._setAll("probability", prob);
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}
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get humanize(): boolean | Time {
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return this._humanize;
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}
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set humanize(variation) {
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this._humanize = variation;
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this._setAll("humanize", variation);
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}
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/**
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* If the part should loop or not
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* between Part.loopStart and
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* Part.loopEnd. If set to true,
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* the part will loop indefinitely,
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* if set to a number greater than 1
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* it will play a specific number of
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* times, if set to false, 0 or 1, the
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* part will only play once.
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* @example
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* const part = new Tone.Part();
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* // loop the part 8 times
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* part.loop = 8;
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*/
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get loop(): boolean | number {
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return this._loop;
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}
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set loop(loop) {
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this._loop = loop;
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this._forEach(event => {
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event.loopStart = this.loopStart;
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event.loopEnd = this.loopEnd;
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event.loop = loop;
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this._testLoopBoundries(event);
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});
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}
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/**
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* The loopEnd point determines when it will
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* loop if Part.loop is true.
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*/
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get loopEnd(): Time {
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return new TicksClass(this.context, this._loopEnd).toSeconds();
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}
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set loopEnd(loopEnd) {
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this._loopEnd = this.toTicks(loopEnd);
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if (this._loop) {
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this._forEach(event => {
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event.loopEnd = loopEnd;
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this._testLoopBoundries(event);
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});
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}
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}
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/**
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* The loopStart point determines when it will
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* loop if Part.loop is true.
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*/
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get loopStart(): Time {
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return new TicksClass(this.context, this._loopStart).toSeconds();
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}
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set loopStart(loopStart) {
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this._loopStart = this.toTicks(loopStart);
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if (this._loop) {
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this._forEach(event => {
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event.loopStart = this.loopStart;
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this._testLoopBoundries(event);
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});
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}
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}
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/**
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* The playback rate of the part
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*/
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get playbackRate(): Positive {
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return this._playbackRate;
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}
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set playbackRate(rate) {
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this._playbackRate = rate;
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this._setAll("playbackRate", rate);
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}
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/**
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* The number of scheduled notes in the part.
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*/
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get length(): number {
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return this._events.size;
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}
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dispose(): this {
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super.dispose();
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this.clear();
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return this;
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}
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}
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