mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 08:38:00 +00:00
411 lines
10 KiB
JavaScript
411 lines
10 KiB
JavaScript
import Tone from "../core/Tone";
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import "../core/Buffer";
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import "../source/Source";
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import "../core/Gain";
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import "../core/AudioNode";
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/**
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* @class Wrapper around the native BufferSourceNode.
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* @extends {Tone.AudioNode}
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* @param {AudioBuffer|Tone.Buffer} buffer The buffer to play
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* @param {Function} onload The callback to invoke when the
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* buffer is done playing.
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*/
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const ToneBufferSource = function() {
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var options = Tone.defaults(arguments, ["buffer", "onload"], ToneBufferSource);
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Tone.AudioNode.call(this, options);
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/**
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* The callback to invoke after the
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* buffer source is done playing.
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* @type {Function}
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*/
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this.onended = options.onended;
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/**
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* The time that the buffer was started.
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* @type {Number}
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* @private
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*/
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this._startTime = -1;
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/**
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* An additional flag if the actual BufferSourceNode
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* has been started. b/c stopping an unstarted buffer
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* will throw it into an invalid state
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* @type {Boolean}
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* @private
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*/
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this._sourceStarted = false;
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/**
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* Flag if the source has already been stopped
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* @type {Boolean}
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* @private
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*/
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this._sourceStopped = false;
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/**
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* The time that the buffer is scheduled to stop.
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* @type {Number}
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* @private
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*/
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this._stopTime = -1;
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/**
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* The gain node which envelopes the BufferSource
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* @type {Tone.Gain}
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* @private
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*/
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this._gainNode = this.output = new Tone.Gain(0);
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/**
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* The buffer source
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* @type {AudioBufferSourceNode}
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* @private
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*/
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this._source = this.context.createBufferSource();
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Tone.connect(this._source, this._gainNode);
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this._source.onended = this._onended.bind(this);
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/**
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* The private buffer instance
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* @type {Tone.Buffer}
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* @private
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*/
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this._buffer = new Tone.Buffer(options.buffer, options.onload);
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/**
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* The playbackRate of the buffer
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* @type {Positive}
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* @signal
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*/
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this.playbackRate = new Tone.Param({
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param : this._source.playbackRate,
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units : Tone.Type.Positive,
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value : options.playbackRate,
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});
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/**
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* The fadeIn time of the amplitude envelope.
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* @type {Time}
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*/
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this.fadeIn = options.fadeIn;
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/**
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* The fadeOut time of the amplitude envelope.
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* @type {Time}
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*/
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this.fadeOut = options.fadeOut;
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/**
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* The curve applied to the fades, either "linear" or "exponential"
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* @type {String}
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*/
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this.curve = options.curve;
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/**
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* The onended timeout
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* @type {Number}
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* @private
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*/
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this._onendedTimeout = -1;
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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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};
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// Tone.extend(ToneBufferSource, Tone.AudioNode);
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/**
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* The defaults
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* @const
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* @type {Object}
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*/
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// ToneBufferSource.defaults = {
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// "onended" : Tone.noOp,
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// "onload" : Tone.noOp,
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// "loop" : false,
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// "loopStart" : 0,
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// "loopEnd" : 0,
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// "fadeIn" : 0,
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// "fadeOut" : 0,
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// "curve" : "linear",
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// "playbackRate" : 1,
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// };
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/**
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* Returns the playback state of the source, either "started" or "stopped".
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* @type {Tone.State}
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* @readOnly
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* @memberOf ToneBufferSource#
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* @name state
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*/
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Object.defineProperty(ToneBufferSource.prototype, "state", {
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get : function() {
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return this.getStateAtTime(this.now());
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},
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});
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/**
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* Get the playback state at the given time
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* @param {Time} time The time to test the state at
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* @return {Tone.State} The playback state.
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*/
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ToneBufferSource.prototype.getStateAtTime = function(time) {
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time = this.toSeconds(time);
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if (this._startTime !== -1 &&
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this._startTime <= time &&
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(this._stopTime === -1 || time < this._stopTime) &&
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!this._sourceStopped) {
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return Tone.State.Started;
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} else {
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return Tone.State.Stopped;
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}
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};
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/**
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* Start the buffer
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* @param {Time} [startTime=now] When the player should start.
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* @param {Time} [offset=0] The offset from the beginning of the sample
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* to start at.
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* @param {Time=} duration How long the sample should play. If no duration
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* is given, it will default to the full length
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* of the sample (minus any offset)
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* @param {Gain} [gain=1] The gain to play the buffer back at.
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* @return {ToneBufferSource} this
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*/
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ToneBufferSource.prototype.start = function(time, offset, duration, gain) {
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this.log("start", time, offset, duration, gain);
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this.assert(this._startTime === -1, "can only be started once");
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this.assert(this.buffer.loaded, "buffer is either not set or not loaded");
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this.assert(!this._sourceStopped, "source is already stopped");
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time = this.toSeconds(time);
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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 = Tone.defaultArg(offset, this.loopStart);
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} else {
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//otherwise the default offset is 0
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offset = Tone.defaultArg(offset, 0);
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}
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offset = this.toSeconds(offset);
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//make sure the offset is not less than 0
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offset = Math.max(offset, 0);
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gain = Tone.defaultArg(gain, 1);
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//apply a fade in envelope
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var fadeInTime = this.toSeconds(this.fadeIn);
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if (fadeInTime > 0) {
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this._gainNode.gain.setValueAtTime(0, time);
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if (this.curve === "linear") {
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this._gainNode.gain.linearRampToValueAtTime(gain, time + fadeInTime);
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} else {
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this._gainNode.gain.exponentialApproachValueAtTime(gain, time, fadeInTime);
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}
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} else {
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this._gainNode.gain.setValueAtTime(gain, time);
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}
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this._startTime = time;
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//if a duration is given, schedule a stop
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if (Tone.isDefined(duration)) {
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var 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(time + computedDur);
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}
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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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var loopEnd = this.loopEnd || this.buffer.duration;
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var loopStart = this.loopStart;
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var loopDuration = loopEnd - loopStart;
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//move the offset back
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if (offset >= loopEnd) {
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offset = ((offset - loopStart) % loopDuration) + loopStart;
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}
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}
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this._source.buffer = this.buffer.get();
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this._source.loopEnd = this.loopEnd || this.buffer.duration;
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if (offset < this.buffer.duration) {
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this._sourceStarted = true;
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this._source.start(time, offset);
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}
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return this;
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};
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/**
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* Stop the buffer.
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* @param {Time=} time The time the buffer should stop.
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* @return {ToneBufferSource} this
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*/
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ToneBufferSource.prototype.stop = function(time) {
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this.log("stop", time);
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this.assert(this.buffer.loaded, "buffer is either not set or not loaded");
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this.assert(!this._sourceStopped, "source is already stopped");
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time = this.toSeconds(time);
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//if the event has already been scheduled, clear it
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if (this._stopTime !== -1) {
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this.cancelStop();
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}
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//the fadeOut time
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var fadeOutTime = this.toSeconds(this.fadeOut);
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//cancel the previous curve
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this._stopTime = time + fadeOutTime;
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if (fadeOutTime > 0) {
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//start the fade out curve at the given time
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if (this.curve === "linear") {
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this._gainNode.gain.linearRampTo(0, fadeOutTime, time);
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} else {
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this._gainNode.gain.targetRampTo(0, fadeOutTime, time);
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}
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} else {
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//stop any ongoing ramps, and set the value to 0
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this._gainNode.gain.cancelAndHoldAtTime(time);
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this._gainNode.gain.setValueAtTime(0, time);
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}
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Tone.context.clearTimeout(this._onendedTimeout);
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this._onendedTimeout = Tone.context.setTimeout(this._onended.bind(this), this._stopTime - this.now());
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return this;
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};
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/**
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* Cancel a scheduled stop event
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* @return {ToneBufferSource} this
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*/
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ToneBufferSource.prototype.cancelStop = function() {
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if (this._startTime !== -1 && !this._sourceStopped) {
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//cancel the stop envelope
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var fadeInTime = this.toSeconds(this.fadeIn);
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this._gainNode.gain.cancelScheduledValues(this._startTime + fadeInTime + this.sampleTime);
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this.context.clearTimeout(this._onendedTimeout);
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this._stopTime = -1;
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}
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return this;
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};
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/**
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* Internal callback when the buffer is ended.
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* Invokes `onended` and disposes the node.
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* @private
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*/
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ToneBufferSource.prototype._onended = function() {
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if (!this._sourceStopped) {
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this._sourceStopped = true;
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//allow additional time for the exponential curve to fully decay
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var additionalTail = this.curve === "exponential" ? this.fadeOut * 2 : 0;
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if (this._sourceStarted && this._stopTime !== -1) {
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this._source.stop(this._stopTime + additionalTail);
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}
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this.onended(this);
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//dispose the source after it's come to a stop
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setTimeout(function() {
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//if it hasn't already been disposed
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if (this._source) {
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this._source.disconnect();
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this._gainNode.disconnect();
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}
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}.bind(this), additionalTail * 1000 + 100);
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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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* @memberOf ToneBufferSource#
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* @type {Time}
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* @name loopStart
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*/
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Object.defineProperty(ToneBufferSource.prototype, "loopStart", {
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get : function() {
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return this._source.loopStart;
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},
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set : function(loopStart) {
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this._source.loopStart = this.toSeconds(loopStart);
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},
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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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* @memberOf ToneBufferSource#
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* @type {Time}
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* @name loopEnd
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*/
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Object.defineProperty(ToneBufferSource.prototype, "loopEnd", {
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get : function() {
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return this._source.loopEnd;
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},
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set : function(loopEnd) {
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this._source.loopEnd = this.toSeconds(loopEnd);
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},
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});
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/**
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* The audio buffer belonging to the player.
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* @memberOf ToneBufferSource#
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* @type {Tone.Buffer}
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* @name buffer
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*/
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Object.defineProperty(ToneBufferSource.prototype, "buffer", {
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get : function() {
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return this._buffer;
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},
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set : function(buffer) {
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this._buffer.set(buffer);
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},
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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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* @memberOf ToneBufferSource#
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* @type {Boolean}
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* @name loop
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*/
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Object.defineProperty(ToneBufferSource.prototype, "loop", {
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get : function() {
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return this._source.loop;
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},
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set : function(loop) {
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this._source.loop = loop;
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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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* @return {ToneBufferSource} this
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*/
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ToneBufferSource.prototype.dispose = function() {
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if (!this._wasDisposed) {
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this._wasDisposed = true;
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Tone.AudioNode.prototype.dispose.call(this);
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this.onended = null;
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this._source.onended = null;
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this._source.disconnect();
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this._source = null;
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this._gainNode.dispose();
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this._gainNode = null;
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this._buffer.dispose();
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this._buffer = null;
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this._startTime = -1;
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this.playbackRate = null;
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Tone.context.clearTimeout(this._onendedTimeout);
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}
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return this;
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};
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