Tone.js/Tone/core/NewClock.js
2015-08-16 20:30:26 -04:00

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3.8 KiB
JavaScript

define(["Tone/core/Tone", "Tone/signal/SchedulableSignal", "Tone/core/Schedulable"], function (Tone) {
Tone.Clock = function(){
Tone.Schedulable.call(this, 0, 0);
var options = this.optionsObject(arguments, ["callback", "frequency"], Tone.Clock.defaults);
/**
* The callback function to invoke on the loop
* @type {Function}
* @private
*/
this._callback = options.callback;
/**
* The time which the clock will schedule events in advance
* of the current time. Scheduling notes in advance improves
* performance and decreases the chance for clicks caused
* by scheduling events in the past. If set to "auto",
* this value will be automatically computed based on the
* rate of requestAnimationFrame (0.016 seconds). Larger values
* will yeild better performance, but at the cost of latency.
* Values less than 0.016 are not recommended.
* @type {Number|String}
*/
this.lookAhead = "auto";
/**
* The lookahead value which was automatically
* computed using a time-based averaging.
* @type {Number}
* @private
*/
this._computedLookAhead = 1/60;
/**
* The value afterwhich events are thrown out
* @type {Number}
* @private
*/
this._threshold = 0.5;
/**
* The time the next callback function is invoked
* @type {Number}
* @private
*/
this._nextTick = 0;
/**
* The last time the callback was invoked
* @type {Number}
*/
this._lastUpdate = 0;
/**
* The rate the callback function should be invoked.
* @type {BPM}
* @signal
*/
this.frequency = new Tone.SchedulableSignal(options.frequency, Tone.Type.Frequency).noGC();
/**
* A pre-binded loop function to save a tiny bit of overhead
* of rebinding the function on every frame.
* @type {Function}
* @private
*/
this._boundLoop = this._loop.bind(this);
//start the loop
this._loop();
//initially it's stopped
this.stop(0);
};
Tone.extend(Tone.Clock, Tone.Schedulable);
/**
* The defaults
* @const
* @type {Object}
*/
Tone.Clock.defaults = {
"callback" : Tone.noOp,
"frequency" : 1,
"lookAhead" : "auto",
};
/**
* Returns the playback state of the source, either "started" or "stopped".
* @type {Tone.State}
* @readOnly
* @memberOf Tone.Clock#
* @name state
*/
Object.defineProperty(Tone.Clock.prototype, "state", {
get : function(){
return this._getStateAtTime(this.now());
}
});
Tone.Clock.prototype.start = function(time){
time = this.toSeconds(time);
if (this._getStateAtTime(time) !== Tone.State.Started){
this._setStateAtTime(Tone.State.Started, time);
}
return this;
};
Tone.Clock.prototype.stop = function(time){
time = this.toSeconds(time);
if (this._getStateAtTime(time) !== Tone.State.Started || this.retrigger){
this._setStateAtTime(Tone.State.Stopped, time);
}
return this;
};
Tone.Clock.prototype._loop = function(time){
requestAnimationFrame(this._boundLoop);
//compute the look ahead
if (this.lookAhead === "auto"){
if (!this.isUndef(time)){
var diff = (time - this._lastUpdate) / 1000;
this._lastUpdate = time;
//throw away large differences
if (diff < this._threshold){
//averaging
this._computedLookAhead = (9 * this._computedLookAhead + diff) / 10;
}
}
} else {
this._computedLookAhead = this.lookAhead;
}
//if it's started
if (this.state === Tone.State.Started){
//get the frequency value to compute the value of the next loop
var now = this.now();
while (now + this._computedLookAhead * 2 > this._nextTick){
if (this._nextTick + this._threshold < now){
this._nextTick = now;
}
this._callback(this._nextTick + this._computedLookAhead * 2);
this._nextTick += 1 / this.frequency._getValueAtTime(this._nextTick);
}
}
};
return Tone.Clock;
});