mirror of
https://github.com/Tonejs/Tone.js
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275 lines
No EOL
8.6 KiB
JavaScript
275 lines
No EOL
8.6 KiB
JavaScript
define(["Tone/core/Tone", "Tone/source/BufferSource", "Tone/core/Buffers",
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"Tone/source/Source", "Tone/component/Volume"],
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function (Tone) {
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/**
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* @class Tone.MultiPlayer is well suited for one-shots, multi-sampled istruments
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* or any time you need to play a bunch of audio buffers.
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* @param {Object|Array|Tone.Buffers} buffers The buffers which are available
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* to the MultiPlayer
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* @param {Function} onload The callback to invoke when all of the buffers are loaded.
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* @extends {Tone}
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* @example
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* var multiPlayer = new MultiPlayer({
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* "kick" : "path/to/kick.mp3",
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* "snare" : "path/to/snare.mp3",
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* }, function(){
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* multiPlayer.start("kick");
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* });
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* @example
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* //can also store the values in an array
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* var multiPlayer = new MultiPlayer(["path/to/kick.mp3", "path/to/snare.mp3"],
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* function(){
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* //if an array is passed in, the samples are referenced to by index
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* multiPlayer.start(1);
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* });
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*/
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Tone.MultiPlayer = function(){
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var options = this.optionsObject(arguments, ["urls", "onload"], Tone.MultiPlayer.defaults);
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if (options.urls instanceof Tone.Buffers){
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/**
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* All the buffers belonging to the player.
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* @type {Tone.Buffers}
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*/
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this.buffers = options.urls;
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} else {
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this.buffers = new Tone.Buffers(options.urls, options.onload);
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}
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/**
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* Keeps track of the currently playing sources.
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* @type {Array}
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* @private
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*/
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this._activeSources = [];
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/**
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* The fade in envelope which is applied
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* to the beginning of the BufferSource
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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 fade out envelope which is applied
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* to the end of the BufferSource
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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 output volume node
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* @type {Tone.Volume}
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* @private
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*/
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this._volume = this.output = new Tone.Volume(options.volume);
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/**
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* The volume of the output in decibels.
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* @type {Decibels}
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* @signal
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* @example
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* source.volume.value = -6;
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*/
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this.volume = this._volume.volume;
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this._readOnly("volume");
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//make the output explicitly stereo
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this._volume.output.output.channelCount = 2;
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this._volume.output.output.channelCountMode = "explicit";
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//mute initially
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this.mute = options.mute;
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};
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Tone.extend(Tone.MultiPlayer, Tone.Source);
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/**
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* The defaults
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* @type {Object}
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*/
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Tone.MultiPlayer.defaults = {
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"onload" : Tone.noOp,
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"fadeIn" : 0,
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"fadeOut" : 0
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};
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/**
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* Get the given buffer.
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* @param {String|Number|AudioBuffer|Tone.Buffer} buffer
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* @return {AudioBuffer} The requested buffer.
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* @private
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*/
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Tone.MultiPlayer.prototype._getBuffer = function(buffer){
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if (this.isNumber(buffer) || this.isString(buffer)){
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return this.buffers.get(buffer).get();
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} else if (buffer instanceof Tone.Buffer){
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return buffer.get();
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} else {
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return buffer;
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}
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};
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/**
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* Start a buffer by name. The `start` method allows a number of options
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* to be passed in such as offset, interval, and gain. This is good for multi-sampled
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* instruments and sound sprites where samples are repitched played back at different velocities.
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* @param {String|AudioBuffer} buffer The name of the buffer to start.
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* Or pass in a buffer which will be started.
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* @param {Time} time When to start the buffer.
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* @param {Time} [offset=0] The offset into the buffer to play from.
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* @param {Time=} duration How long to play the buffer for.
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* @param {Interval} [pitch=0] The interval to repitch the buffer.
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* @param {Gain} [gain=1] The gain to play the sample at.
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* @return {Tone.MultiPlayer} this
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*/
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Tone.MultiPlayer.prototype.start = function(buffer, time, offset, duration, pitch, gain){
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buffer = this._getBuffer(buffer);
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var source = new Tone.BufferSource(buffer).connect(this.output);
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this._activeSources.push(source);
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time = this.toSeconds(time);
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source.start(time, offset, duration, this.defaultArg(gain, 1), this.fadeIn);
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if (duration){
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source.stop(time + this.toSeconds(duration), this.fadeOut);
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}
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source.onended = this._onended.bind(this);
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pitch = this.defaultArg(pitch, 0);
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source.playbackRate.value = this.intervalToFrequencyRatio(pitch);
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return this;
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};
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/**
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* Start a looping buffer by name. Similar to `start`, but the buffer
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* is looped instead of played straight through. Can still be stopped with `stop`.
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* @param {String|AudioBuffer} buffer The name of the buffer to start.
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* Or pass in a buffer which will be started.
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* @param {Time} time When to start the buffer.
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* @param {Time} [offset=0] The offset into the buffer to play from.
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* @param {Time=} loopStart The start of the loop.
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* @param {Time=} loopEnd The end of the loop.
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* @param {Interval} [pitch=0] The interval to repitch the buffer.
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* @param {Gain} [gain=1] The gain to play the sample at.
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* @return {Tone.MultiPlayer} this
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*/
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Tone.MultiPlayer.prototype.startLoop = function(buffer, time, offset, loopStart, loopEnd, pitch, gain){
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buffer = this._getBuffer(buffer);
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var source = new Tone.BufferSource(buffer).connect(this.output);
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this._activeSources.push(source);
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time = this.toSeconds(time);
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source.loop = true;
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source.loopStart = this.toSeconds(this.defaultArg(loopStart, 0));
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source.loopEnd = this.toSeconds(this.defaultArg(loopEnd, 0));
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source.start(time, offset, undefined, this.defaultArg(gain, 1), this.fadeIn);
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source.onended = this._onended.bind(this);
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pitch = this.defaultArg(pitch, 0);
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source.playbackRate.value = this.intervalToFrequencyRatio(pitch);
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return this;
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};
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/**
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* Internal callback when a buffer is done playing.
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* @param {Tone.BufferSource} source The stopped source
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* @private
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*/
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Tone.MultiPlayer.prototype._onended = function(source){
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var index = this._activeSources.indexOf(source);
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this._activeSources.splice(index, 1);
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};
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/**
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* Stop all instances of the currently playing buffer at the given time.
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* @param {String|AudioBuffer} buffer The buffer to stop.
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* @param {Time=} time When to stop the buffer
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* @return {Tone.MultiPlayer} this
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*/
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Tone.MultiPlayer.prototype.stop = function(buffer, time){
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buffer = this._getBuffer(buffer);
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time = this.toSeconds(time);
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for (var i = 0; i < this._activeSources.length; i++){
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if (this._activeSources[i].buffer === buffer){
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this._activeSources[i].stop(time, this.fadeOut);
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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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* Stop all currently playing buffers at the given time.
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* @param {Time=} time When to stop the buffers.
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* @return {Tone.MultiPlayer} this
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*/
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Tone.MultiPlayer.prototype.stopAll = function(time){
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time = this.toSeconds(time);
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for (var i = 0; i < this._activeSources.length; i++){
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this._activeSources[i].stop(time, this.fadeOut);
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}
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return this;
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};
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/**
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* Add another buffer to the available buffers.
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* @param {String} name The name to that the buffer is refered
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* to in start/stop methods.
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* @param {String|Tone.Buffer} url The url of the buffer to load
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* or the buffer.
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* @param {Function} callback The function to invoke after the buffer is loaded.
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*/
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Tone.MultiPlayer.prototype.add = function(name, url, callback){
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this.buffers.add(name, url, callback);
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return this;
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};
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/**
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* Returns the playback state of the source. "started"
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* if there are any buffers playing. "stopped" otherwise.
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* @type {Tone.State}
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* @readOnly
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* @memberOf Tone.MultiPlayer#
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* @name state
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*/
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Object.defineProperty(Tone.MultiPlayer.prototype, "state", {
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get : function(){
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return this._activeSources.length > 0 ? Tone.State.Started : Tone.State.Stopped;
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}
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});
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/**
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* Mute the output.
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* @memberOf Tone.MultiPlayer#
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* @type {boolean}
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* @name mute
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* @example
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* //mute the output
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* source.mute = true;
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*/
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Object.defineProperty(Tone.MultiPlayer.prototype, "mute", {
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get : function(){
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return this._volume.mute;
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},
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set : function(mute){
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this._volume.mute = mute;
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}
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});
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/**
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* Clean up.
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* @return {Tone.MultiPlayer} this
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*/
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Tone.MultiPlayer.prototype.dispose = function(){
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Tone.prototype.dispose.call(this);
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this._volume.dispose();
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this._volume = null;
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this._writable("volume");
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this.volume = null;
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this.buffers.dispose();
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this.buffers = null;
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for (var i = 0; i < this._activeSources.length; i++){
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this._activeSources[i].dispose();
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}
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this._activeSources = null;
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return this;
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};
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return Tone.MultiPlayer;
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}); |