mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 16:48:00 +00:00
372 lines
9.9 KiB
JavaScript
372 lines
9.9 KiB
JavaScript
define(["Tone/core/Tone", "Tone/core/Buffer", "Tone/source/Source", "Tone/core/Gain",
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"Tone/core/AudioNode"], function (Tone) {
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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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Tone.BufferSource = function(){
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var options = Tone.defaults(arguments, ["buffer", "onload"], Tone.BufferSource);
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Tone.AudioNode.call(this);
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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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* 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();
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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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this._source.connect(this._gainNode);
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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(this._source.playbackRate, Tone.Type.Positive);
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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 value that the buffer ramps to
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* @type {Gain}
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* @private
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*/
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this._gain = 1;
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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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this.playbackRate.value = options.playbackRate;
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};
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Tone.extend(Tone.BufferSource, 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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Tone.BufferSource.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 Tone.BufferSource#
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* @name state
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*/
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Object.defineProperty(Tone.BufferSource.prototype, "state", {
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get : function(){
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var now = this.now();
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if (this._startTime !== -1 && now >= this._startTime && now < this._stopTime){
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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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/**
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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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* @param {Time=} fadeInTime The optional fadeIn ramp time.
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* @return {Tone.BufferSource} this
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*/
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Tone.BufferSource.prototype.start = function(time, offset, duration, gain, fadeInTime){
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if (this._startTime !== -1){
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throw new Error("Tone.BufferSource can only be started once.");
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}
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if (this.buffer.loaded){
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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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gain = Tone.defaultArg(gain, 1);
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this._gain = gain;
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fadeInTime = this.toSeconds(Tone.defaultArg(fadeInTime, this.fadeIn));
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this.fadeIn = fadeInTime;
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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(this._gain, time + fadeInTime);
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} else {
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this._gainNode.gain.exponentialAppraochValueAtTime(this._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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var computedDur = this.toSeconds(Tone.defaultArg(duration, this.buffer.duration - (offset % this.buffer.duration)));
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computedDur = Math.max(computedDur, 0);
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if (!this.loop || (this.loop && !Tone.isUndef(duration))){
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//clip the duration when not looping
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if (!this.loop){
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computedDur = Math.min(computedDur, this.buffer.duration - (offset % this.buffer.duration));
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}
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this.stop(time + computedDur, this.fadeOut);
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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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Tone.isPast(time);
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this._source.start(time, offset);
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} else {
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throw new Error("Tone.BufferSource: buffer is either not set or not loaded.");
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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. Optionally add a ramp time to fade the
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* buffer out.
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* @param {Time=} time The time the buffer should stop.
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* @param {Time=} fadeOutTime How long the gain should fade out for
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* @return {Tone.BufferSource} this
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*/
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Tone.BufferSource.prototype.stop = function(time, fadeOutTime){
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if (this.buffer.loaded){
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time = this.toSeconds(time);
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//if this is before the previous stop
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if (this._stopTime === -1 || this._stopTime > time){
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//stop if it's schedule before the start time
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if (time <= this._startTime){
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this._gainNode.gain.cancelScheduledValues(time);
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this._gainNode.gain.value = 0;
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return this;
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}
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time = Math.max(this._startTime + this.fadeIn + this.sampleTime, time);
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//cancel the previous curve
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this._gainNode.gain.cancelScheduledValues(time);
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this._stopTime = time;
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//the fadeOut time
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fadeOutTime = this.toSeconds(Tone.defaultArg(fadeOutTime, this.fadeOut));
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var heldDuration = time - this._startTime - this.fadeIn - this.sampleTime;
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if (!this.loop){
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//make sure the fade does not go beyond the length of the buffer
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heldDuration = Math.min(heldDuration, this.buffer.duration);
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}
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fadeOutTime = Math.min(heldDuration, fadeOutTime);
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var startFade = time - fadeOutTime;
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if (fadeOutTime > this.sampleTime){
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this._gainNode.gain.setValueAtTime(this._gain, startFade);
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if (this.curve === "linear"){
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this._gainNode.gain.linearRampToValueAtTime(0, time);
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} else {
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this._gainNode.gain.exponentialAppraochValueAtTime(0, startFade, fadeOutTime);
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}
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} else {
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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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}
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} else {
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throw new Error("Tone.BufferSource: buffer is either not set or not loaded.");
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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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Tone.BufferSource.prototype._onended = function(){
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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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this._source.stop(this._stopTime + additionalTail);
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this.onended(this);
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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 Tone.BufferSource#
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* @type {Time}
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* @name loopStart
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*/
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Object.defineProperty(Tone.BufferSource.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 Tone.BufferSource#
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* @type {Time}
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* @name loopEnd
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*/
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Object.defineProperty(Tone.BufferSource.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 Tone.BufferSource#
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* @type {Tone.Buffer}
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* @name buffer
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*/
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Object.defineProperty(Tone.BufferSource.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 Tone.BufferSource#
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* @type {Boolean}
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* @name loop
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*/
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Object.defineProperty(Tone.BufferSource.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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}
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});
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/**
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* Clean up.
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* @return {Tone.BufferSource} this
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*/
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Tone.BufferSource.prototype.dispose = function(){
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Tone.AudioNode.prototype.dispose.call(this);
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this.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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return this;
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};
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return Tone.BufferSource;
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});
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