Tone.js/Tone/source/Player.js
2014-12-03 17:20:23 -05:00

277 lines
7.1 KiB
JavaScript

define(["Tone/core/Tone", "Tone/core/Buffer", "Tone/source/Source"], function(Tone){
"use strict";
/**
* @class Audio file player with start, loop, stop.
*
* @constructor
* @extends {Tone.Source}
* @param {string=} url if a url is passed in, it will be loaded
* and invoke the callback if it also passed
* in.
* @param {function(Tone.Player)=} onload callback to be invoked
* once the url is loaded
*/
Tone.Player = function(){
Tone.Source.call(this);
var options = this.optionsObject(arguments, ["url", "onload"], Tone.Player.defaults);
/**
* @private
* @type {AudioBufferSourceNode}
*/
this._source = null;
/**
* the buffer
* @private
* @type {Tone.Buffer}
*/
this._buffer = null;
/**
* the duration of the buffer once it's been loaded
* @type {number}
* @readOnly
*/
this.duration = 0;
/**
* if the buffer should loop once it's over
* @type {boolean}
*/
this.loop = options.loop;
/**
* if 'loop' is true, the loop will start at this position
*
* @type {Tone.Time}
*/
this.loopStart = options.loopStart;
/**
* if 'loop' is true, the loop will end at this position
*
* @type {Tone.Time}
*/
this.loopEnd = options.loopEnd;
/**
* the playback rate
* @private
* @type {number}
*/
this._playbackRate = 1;
/**
* enabling retrigger will allow a player to be restarted
* before the the previous 'start' is done playing
*
* @type {boolean}
*/
this.retrigger = options.retrigger;
/**
* set a callback function to invoke when the sample is over
*
* @type {function}
*/
this.onended = options.onended;
//if there is a url, load it.
if (!this.isUndef(options.url)){
this.load(options.url, options.onload);
}
};
Tone.extend(Tone.Player, Tone.Source);
/**
* the default parameters
*
* @static
* @const
* @type {Object}
*/
Tone.Player.defaults = {
"onended" : function(){},
"loop" : false,
"loopStart" : 0,
"loopEnd" : -1,
"retrigger" : false
};
/**
* Load the audio file as an audio buffer.
* Decodes the audio asynchronously and invokes
* the callback once the audio buffer loads.
* @param {string} url the url of the buffer to load.
* filetype support depends on the
* browser.
* @param {function(Tone.Player)=} callback
*/
Tone.Player.prototype.load = function(url, callback){
var self = this;
if (!self._buffer){
new Tone.Buffer(url, function (buffer){
self.setBuffer(buffer);
if (callback){
callback(self);
}
});
} else if (callback){
callback(self);
}
};
/**
* set the buffer
*
* @param {AudioBuffer} buffer the buffer which the player will play.
* note: if you switch the buffer after
* the player is already started, it will not
* take effect until the next time the player
* is started.
*/
Tone.Player.prototype.setBuffer = function(buffer){
this._buffer = buffer;
this.duration = buffer.duration;
};
/**
* play the buffer between the desired positions
*
* @param {Tone.Time} [startTime=now] when the player should start.
* @param {Tone.Time} [offset=0] the offset from the beginning of the sample
* to start at.
* @param {Tone.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)
*/
Tone.Player.prototype.start = function(startTime, offset, duration){
if (this.state === Tone.Source.State.STOPPED || this.retrigger){
if (this._buffer){
this.state = Tone.Source.State.STARTED;
//if it's a loop the default offset is the loopstart point
if (this.loop){
offset = this.defaultArg(offset, this.loopStart);
} else {
//otherwise the default offset is 0
offset = this.defaultArg(offset, 0);
}
duration = this.defaultArg(duration, this._buffer.duration - offset);
//make the source
this._source = this.context.createBufferSource();
this._source.buffer = this._buffer;
//set the looping properties
if (this.loop){
this._source.loop = this.loop;
this._source.loopStart = this.toSeconds(this.loopStart);
if (this.loopEnd !== -1){
this._source.loopEnd = this.toSeconds(this.loopEnd);
}
}
//and other properties
this._source.playbackRate.value = this._playbackRate;
this._source.onended = this._onended.bind(this);
this._source.connect(this.output);
//start it
this._source.start(this.toSeconds(startTime), this.toSeconds(offset), this.toSeconds(duration));
}
}
};
/**
* Stop playback.
*
* @param {Tone.Time} [time=now]
*/
Tone.Player.prototype.stop = function(time){
if (this.state === Tone.Source.State.STARTED) {
if (this._buffer && this._source){
this.state = Tone.Source.State.STOPPED;
this._source.stop(this.toSeconds(time));
}
}
};
/**
* internal call when the buffer is done playing
*
* @private
*/
Tone.Player.prototype._onended = function(){
this.state = Tone.Source.State.STOPPED;
this.onended();
};
/**
* set the rate at which the file plays
*
* @param {number} rate
* @param {Tone.Time=} rampTime the amount of time it takes to
* reach the rate
*/
Tone.Player.prototype.setPlaybackRate = function(rate, rampTime){
this._playbackRate = rate;
if (this._source) {
this._source.playbackRate.exponentialRampToValueAtTime(rate, this.toSeconds(rampTime));
}
};
/**
* set the loop start position
* @param {Tone.Time} loopStart the start time
*/
Tone.Player.prototype.setLoopStart = function(loopStart){
this.loopStart = loopStart;
};
/**
* set the loop end position
* @param {Tone.Time} loopEnd the loop end time
*/
Tone.Player.prototype.setLoopEnd = function(loopEnd){
this.loopEnd = loopEnd;
};
/**
* set the loop start and end
* @param {Tone.Time} loopStart the loop end time
* @param {Tone.Time} loopEnd the loop end time
*/
Tone.Player.prototype.setLoopPoints = function(loopStart, loopEnd){
this.setLoopStart(loopStart);
this.setLoopEnd(loopEnd);
};
/**
* set the parameters at once
* @param {Object} params
*/
Tone.Player.prototype.set = function(params){
if (!this.isUndef(params.playbackRate)) this.setPlaybackRate(params.playbackRate);
if (!this.isUndef(params.onended)) this.onended = params.onended;
if (!this.isUndef(params.loop)) this.loop = params.loop;
if (!this.isUndef(params.loopStart)) this.setLoopStart(params.loopStart);
if (!this.isUndef(params.loopEnd)) this.setLoopEnd(params.loopEnd);
Tone.Source.prototype.set.call(this, params);
};
/**
* dispose and disconnect
*/
Tone.Player.prototype.dispose = function(){
Tone.Source.prototype.dispose.call(this);
if (this._source !== null){
this._source.disconnect();
this._source = null;
}
this._buffer = null;
};
return Tone.Player;
});