Tone.js/Tone/source/Player.js

508 lines
13 KiB
JavaScript

define(["Tone/core/Tone", "Tone/core/Buffer", "Tone/source/Source", "Tone/source/TickSource",
"Tone/source/BufferSource"], function(Tone){
"use strict";
/**
* @class Tone.Player is an audio file player with start, loop, and stop functions.
*
* @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 Tone.Buffer.on('load') instead.
* @example
* var player = new Tone.Player("./path/to/sample.mp3").toMaster();
* //play as soon as the buffer is loaded
* player.autostart = true;
*/
Tone.Player = function(url){
var options;
if (url instanceof Tone.Buffer && url.loaded){
url = url.get();
options = Tone.Player.defaults;
} else {
options = Tone.defaults(arguments, ["url", "onload"], Tone.Player);
}
Tone.Source.call(this, options);
/**
* If the file should play as soon
* as the buffer is loaded.
* @type {Boolean}
* @example
* //will play as soon as it's loaded
* var player = new Tone.Player({
* "url" : "./path/to/sample.mp3",
* "autostart" : true,
* }).toMaster();
*/
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 (url instanceof AudioBuffer){
this._buffer.set(url);
}
/**
* 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 {Time}
* @private
*/
this._loopStart = options.loopStart;
/**
* if 'loop' is true, the loop will end at this position
* @type {Time}
* @private
*/
this._loopEnd = options.loopEnd;
/**
* the playback rate
* @private
* @type {Number}
*/
this._playbackRate = options.playbackRate;
/**
* All of the active buffer source nodes
* @type {Array<Tone.BufferSource>}
* @private
*/
this._activeSources = [];
/**
* The elapsed time counter.
* @type {Tone.TickSource}
* @private
*/
this._elapsedTime = new Tone.TickSource(options.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;
};
Tone.extend(Tone.Player, Tone.Source);
/**
* the default parameters
* @static
* @const
* @type {Object}
*/
Tone.Player.defaults = {
"onload" : Tone.noOp,
"playbackRate" : 1,
"loop" : false,
"autostart" : false,
"loopStart" : 0,
"loopEnd" : 0,
"retrigger" : false,
"reverse" : false,
"fadeIn" : 0,
"fadeOut" : 0
};
/**
* 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=} callback The function to invoke once
* the sample is loaded.
* @returns {Promise}
*/
Tone.Player.prototype.load = function(url, callback){
return this._buffer.load(url, this._onload.bind(this, callback));
};
/**
* Internal callback when the buffer is loaded.
* @private
*/
Tone.Player.prototype._onload = function(callback){
callback = Tone.defaultArg(callback, Tone.noOp);
callback(this);
if (this.autostart){
this.start();
}
};
/**
* Internal callback when the buffer is done playing.
* @private
*/
Tone.Player.prototype._onSourceEnd = function(source){
var index = this._activeSources.indexOf(source);
this._activeSources.splice(index, 1);
};
/**
* Play the buffer at the given startTime. Optionally add an offset
* and/or duration which will play the buffer from a position
* within the buffer for the given duration.
*
* @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)
* @returns {Tone.Player} this
* @memberOf Tone.Player#
* @method start
* @name start
*/
/**
* Internal start method
* @private
*/
Tone.Player.prototype._start = function(startTime, offset, duration){
//if it's a loop the default offset is the loopstart point
if (this._loop){
offset = Tone.defaultArg(offset, this._loopStart);
} else {
//otherwise the default offset is 0
offset = Tone.defaultArg(offset, 0);
}
//compute the values in seconds
offset = this.toSeconds(offset);
var computedDuration = Tone.defaultArg(duration, Math.max(this._buffer.duration - offset, 0));
computedDuration = this.toSeconds(computedDuration);
startTime = this.toSeconds(startTime);
//start the elapsed time counter
this._elapsedTime.start(startTime, offset);
//make the source
var source = new Tone.BufferSource({
"buffer" : this._buffer,
"loop" : this._loop,
"loopStart" : this._loopStart,
"loopEnd" : this._loopEnd,
"onended" : this._onSourceEnd.bind(this),
"playbackRate" : this._playbackRate,
"fadeIn" : this.fadeIn,
"fadeOut" : this.fadeOut,
}).connect(this.output);
//set the looping properties
if (!this._loop && !this._synced){
//if it's not looping, set the state change at the end of the sample
this._state.setStateAtTime(Tone.State.Stopped, startTime + computedDuration / this._playbackRate);
}
//add it to the array of active sources
this._activeSources.push(source);
//start it
if (this._loop && Tone.isUndef(duration)){
source.start(startTime, offset);
} else {
source.start(startTime, offset, computedDuration);
}
return this;
};
/**
* Stop playback.
* @private
* @param {Time} [time=now]
* @returns {Tone.Player} this
*/
Tone.Player.prototype._stop = function(time){
time = this.toSeconds(time);
this._elapsedTime.stop(time);
this._activeSources.forEach(function(source){
source.stop(time);
});
return this;
};
/**
* Stop and then restart the player from the beginning (or offset)
* @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)
* @returns {Tone.Player} this
*/
Tone.Player.prototype.restart = function(time, offset, duration){
this._stop(time);
this._start(time, offset, duration);
return this;
};
/**
* Seek to a specific time in the player's buffer. If the
* source is no longer playing at that time, it will stop.
* If you seek to a time that
* @param {Time} offset The time to seek to.
* @param {Time=} time The time for the seek event to occur.
* @return {Tone.Player} this
* @example
* source.start(0.2);
* source.stop(0.4);
*/
Tone.Player.prototype.seek = function(offset, time){
time = this.toSeconds(time);
if (this._state.getValueAtTime(time) === Tone.State.Started){
offset = this.toSeconds(offset);
// if it's currently playing, stop it
this._stop(time);
//restart it at the given time
this._start(time, offset);
}
return this;
};
/**
* Set the loop start and end. Will only loop if loop is
* set to true.
* @param {Time} loopStart The loop end time
* @param {Time} loopEnd The loop end time
* @returns {Tone.Player} this
* @example
* //loop 0.1 seconds of the file.
* 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 {Time}
* @name loopStart
*/
Object.defineProperty(Tone.Player.prototype, "loopStart", {
get : function(){
return this._loopStart;
},
set : function(loopStart){
this._loopStart = loopStart;
//get the current source
this._activeSources.forEach(function(source){
source.loopStart = loopStart;
});
}
});
/**
* If loop is true, the loop will end at this position.
* @memberOf Tone.Player#
* @type {Time}
* @name loopEnd
*/
Object.defineProperty(Tone.Player.prototype, "loopEnd", {
get : function(){
return this._loopEnd;
},
set : function(loopEnd){
this._loopEnd = loopEnd;
//get the current source
this._activeSources.forEach(function(source){
source.loopEnd = loopEnd;
});
}
});
/**
* The audio buffer belonging to the player.
* @memberOf Tone.Player#
* @type {Tone.Buffer}
* @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){
//if no change, do nothing
if (this._loop === loop){
return;
}
this._loop = loop;
var now = this.now();
if (!loop){
//stop the playback on the next cycle
this._stopAtNextIteration(now);
} else {
//remove the next stopEvent
var stopEvent = this._state.getNextState(Tone.State.Stopped, now);
if (stopEvent){
this._activeSources.forEach(function(source){
source.loop = loop;
});
this._state.cancel(stopEvent.time);
this._elapsedTime.cancel(stopEvent.time);
}
}
}
});
/**
* Schedules a stop event at the next full iteration. Used
* for scheduling stop when the loop state or playbackRate changes
* @param {Number} now The current time
* @private
*/
Tone.Player.prototype._stopAtNextIteration = function(now){
if (this._state.getValueAtTime(now) === Tone.State.Started){
var nextStop = this._state.getNextState(Tone.State.Stopped, now);
var position = this._elapsedTime.getTicksAtTime(now);
var iterations = Math.max(Math.ceil(position / this.buffer.duration), 1);
var stopTime = this._elapsedTime.getTimeOfTick(iterations * this.buffer.duration, nextStop ? nextStop.time - this.sampleTime : Infinity);
this.stop(stopTime);
}
};
/**
* The playback speed. 1 is normal speed. This is not a signal because
* Safari and iOS currently don't support playbackRate as a signal.
* @memberOf Tone.Player#
* @type {Number}
* @name playbackRate
*/
Object.defineProperty(Tone.Player.prototype, "playbackRate", {
get : function(){
return this._playbackRate;
},
set : function(rate){
this._playbackRate = rate;
var now = this.now();
this._elapsedTime.frequency.setValueAtTime(rate, now);
//if it's not looping
if (!this._loop){
this._stopAtNextIteration(now);
}
//set all the sources
this._activeSources.forEach(function(source){
source.playbackRate.setValueAtTime(rate, now);
});
}
});
/**
* The current playback position of the buffer.
* @memberOf Tone.Player#
* @type {Number}
* @name position
*/
Object.defineProperty(Tone.Player.prototype, "position", {
get : function(){
var now = this.now();
if (this._state.getValueAtTime(now) === Tone.State.Started && this.loaded){
var duration = this.buffer.duration;
var position = this._elapsedTime.getTicksAtTime(now);
return position % duration;
} else {
return 0;
}
}
});
/**
* 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;
}
});
/**
* If all the buffer is loaded
* @memberOf Tone.Player#
* @type {Boolean}
* @name loaded
* @readOnly
*/
Object.defineProperty(Tone.Player.prototype, "loaded", {
get : function(){
return this._buffer.loaded;
}
});
/**
* Dispose and disconnect.
* @return {Tone.Player} this
*/
Tone.Player.prototype.dispose = function(){
//disconnect all of the players
this._activeSources.forEach(function(source){
source.dispose();
});
this._activeSources = null;
Tone.Source.prototype.dispose.call(this);
this._buffer.dispose();
this._buffer = null;
this._elapsedTime.dispose();
this._elapsedTime = null;
return this;
};
return Tone.Player;
});