mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 16:48:00 +00:00
227 lines
5.4 KiB
JavaScript
227 lines
5.4 KiB
JavaScript
define(["Tone/core/Tone", "Tone/source/Source"], function(Tone){
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/**
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* @class Audio file player with start, loop, stop.
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*
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* @constructor
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* @extends {Tone.Source}
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* @param {string=} url if a url is passed in, it will be loaded
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* and invoke the callback if it also passed
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* in.
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* @param {function(Tone.Player)=} onload callback to be invoked
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* once the url is loaded
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*/
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Tone.Player = function(url, onload){
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Tone.Source.call(this);
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/**
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* @private
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* @type {AudioBufferSourceNode}
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*/
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this._source = null;
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/**
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* the buffer
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* @private
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* @type {AudioBuffer}
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*/
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this._buffer = null;
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/**
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* the duration of the buffer once it's been loaded
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* @type {number}
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* @readOnly
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*/
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this.duration = 0;
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/**
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* if the buffer should loop once it's over
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* @type {boolean}
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*/
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this.loop = false;
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/**
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* if 'loop' is true, the loop will start at this position
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*
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* @type {number}
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*/
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this.loopStart = 0;
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/**
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* if 'loop' is true, the loop will end at this position
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*
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* @type {number}
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*/
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this.loopEnd = 0;
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/**
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* the playback rate
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* @private
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* @type {number}
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*/
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this._playbackRate = 1;
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/**
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* enabling retrigger will allow a player to be restarted
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* before the the previous 'start' is done playing
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*
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* @type {boolean}
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*/
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this.retrigger = false;
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/**
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* set a callback function to invoke when the sample is over
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*
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* @type {function}
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*/
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this.onended = function(){};
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//if there is a url, load it.
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if (url){
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this.load(url, onload);
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}
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};
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Tone.extend(Tone.Player, Tone.Source);
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/**
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* makes an xhr reqest for the selected url
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* Load the audio file as an audio buffer.
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* Decodes the audio asynchronously and invokes
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* the callback once the audio buffer loads.
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*
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* @param {string} url the url of the buffer to load.
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* filetype support depends on the
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* browser.
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* @param {function(Tone.Player)=} callback
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*/
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Tone.Player.prototype.load = function(url, callback){
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if (!this._buffer){
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var request = new XMLHttpRequest();
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request.open("GET", url, true);
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request.responseType = "arraybuffer";
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// decode asynchronously
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var self = this;
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request.onload = function() {
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self.context.decodeAudioData(request.response, function(buff) {
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self.setBuffer(buff);
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if (callback){
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callback(self);
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}
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});
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};
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//send the request
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request.send();
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} else {
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if (callback){
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callback(this);
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}
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}
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};
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/**
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* set the buffer
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*
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* @param {AudioBuffer} buffer the buffer which the player will play.
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* note: if you switch the buffer after
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* the player is already started, it will not
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* take effect until the next time the player
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* is started.
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*/
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Tone.Player.prototype.setBuffer = function(buffer){
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this._buffer = buffer;
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this.duration = buffer.duration;
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};
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/**
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* play the buffer between the desired positions
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*
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* @param {Tone.Time=} startTime
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* @param {Tone.Time=} offset
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* @param {Tone.Time=} duration
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*/
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Tone.Player.prototype.start = function(startTime, offset, duration){
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if (this.state === Tone.Source.State.STOPPED || this.retrigger){
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if (this._buffer){
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this.state = Tone.Source.State.STARTED;
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//default args
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offset = this.defaultArg(offset, 0);
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duration = this.defaultArg(duration, this._buffer.duration - offset);
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//make the source
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this._source = this.context.createBufferSource();
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this._source.buffer = this._buffer;
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//set the looping properties
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this._source.loop = this.loop;
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this._source.loopStart = this.loopStart;
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this._source.loopEnd = this.loopEnd;
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//and other properties
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this._source.playbackRate.value = this._playbackRate;
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this._source.onended = this._onended.bind(this);
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this.chain(this._source, this.output);
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//start it
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this._source.start(this.toSeconds(startTime), this.toSeconds(offset), this.toSeconds(duration));
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}
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}
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};
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/**
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* Stop playback.
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*
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* @param {Tone.Time} time
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*/
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Tone.Player.prototype.stop = function(time){
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if (this.state === Tone.Source.State.STARTED) {
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if (this._buffer && this._source){
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if (!time){
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this.state = Tone.Source.State.STOPPED;
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}
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this._source.stop(this.toSeconds(time));
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}
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}
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};
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/**
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* set the rate at which the file plays
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*
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* @param {number} rate
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* @param {Tone.Time=} rampTime (optional) the amount of time it takes to
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* reach the rate
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*/
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Tone.Player.prototype.setPlaybackRate = function(rate, rampTime){
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this._playbackRate = rate;
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if (this._source) {
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if (rampTime){
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this._source.playbackRate.exponentialRampToValueAtTime(rate, this.toSeconds(rampTime));
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} else {
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this._source.playbackRate.value = rampTime;
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}
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}
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};
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/**
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* internal call when the buffer is done playing
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*
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* @private
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*/
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Tone.Player.prototype._onended = function(){
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this.state = Tone.Source.State.STOPPED;
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this.onended();
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};
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/**
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* dispose and disconnect
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*/
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Tone.Player.prototype.dispose = function(){
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if (this._source !== null){
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this._source.disconnect();
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this._source = null;
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}
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this._buffer = null;
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this.output.disconnect();
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this.output = null;
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};
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return Tone.Player;
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});
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