mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 00:27:58 +00:00
f48696a69e
This reverts commit 60a63cacf8
.
291 lines
8.1 KiB
TypeScript
291 lines
8.1 KiB
TypeScript
import { ToneWithContext, ToneWithContextOptions } from "../context/ToneWithContext";
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import { optionsFromArguments } from "../util/Defaults";
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import { Emitter, EmitterEventObject } from "../util/Emitter";
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import { noOp, readOnly } from "../util/Interface";
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import { PlaybackState, StateTimeline } from "../util/StateTimeline";
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import { TickSignal } from "./TickSignal";
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import { TickSource } from "./TickSource";
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type ClockCallback = (time: Time, ticks?: Ticks) => void;
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interface ClockOptions extends ToneWithContextOptions {
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frequency: number;
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callback: ClockCallback;
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units: "hertz" | "bpm";
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}
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type ClockEvent = "start" | "stop" | "pause";
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/**
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* A sample accurate clock which provides a callback at the given rate.
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* While the callback is not sample-accurate (it is still susceptible to
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* loose JS timing), the time passed in as the argument to the callback
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* is precise. For most applications, it is better to use Tone.Transport
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* instead of the Clock by itself since you can synchronize multiple callbacks.
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*
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* @param callback The callback to be invoked with the time of the audio event
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* @param frequency The rate of the callback
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* @example
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* //the callback will be invoked approximately once a second
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* //and will print the time exactly once a second apart.
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* const clock = new Clock(time => {
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* console.log(time);
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* }, 1);
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*/
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export class Clock<Type extends "bpm" | "hertz" = "hertz">
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extends ToneWithContext<ClockOptions> implements Emitter<ClockEvent> {
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name = "Clock";
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/**
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* The callback function to invoke at the scheduled tick.
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*/
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callback: ClockCallback = noOp;
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/**
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* The tick counter
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*/
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private _tickSource: TickSource<Type>;
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/**
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* The last time the loop callback was invoked
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*/
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private _lastUpdate: number = 0;
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/**
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* Keep track of the playback state
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*/
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private _state: StateTimeline = new StateTimeline("stopped");
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/**
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* Context bound reference to the _loop method
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* This is necessary to remove the event in the end.
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*/
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private _boundLoop: () => void = this._loop.bind(this);
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/**
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* The rate the callback function should be invoked.
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*/
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frequency: TickSignal<Type>;
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constructor(options: Partial<ClockOptions>);
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constructor(callback?: ClockCallback, frequency?: Frequency);
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constructor() {
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super(optionsFromArguments(Clock.getDefaults(), arguments, ["callback", "frequency"]));
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const options = optionsFromArguments(Clock.getDefaults(), arguments, ["callback", "frequency"]);
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this.callback = options.callback;
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this._tickSource = new TickSource({
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context: this.context,
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frequency: options.frequency,
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units: options.units,
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});
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this._lastUpdate = 0;
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this.frequency = this._tickSource.frequency;
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readOnly(this, "frequency");
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// add an initial state
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this._state.setStateAtTime("stopped", 0);
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// bind a callback to the worker thread
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this.context.on("tick", this._boundLoop);
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}
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static getDefaults(): ClockOptions {
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return Object.assign(ToneWithContext.getDefaults(), {
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callback: noOp as ClockCallback,
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frequency: 1,
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units: "hertz",
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}) as ClockOptions;
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}
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/**
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* Returns the playback state of the source, either "started", "stopped" or "paused".
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*/
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get state(): PlaybackState {
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return this._state.getValueAtTime(this.now());
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}
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/**
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* Start the clock at the given time. Optionally pass in an offset
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* of where to start the tick counter from.
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* @param time The time the clock should start
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* @param offset Where the tick counter starts counting from.
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*/
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start(time?: Time, offset?: Ticks): this {
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// make sure the context is started
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this.context.resume();
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// start the loop
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const computedTime = this.toSeconds(time);
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if (this._state.getValueAtTime(computedTime) !== "started") {
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this._state.setStateAtTime("started", computedTime);
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this._tickSource.start(computedTime, offset);
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if (computedTime < this._lastUpdate) {
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this.emit("start", computedTime, offset);
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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 the clock. Stopping the clock resets the tick counter to 0.
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* @param time The time when the clock should stop.
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* @returns {Clock} this
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* @example
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* clock.stop();
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*/
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stop(time: Time): this {
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const computedTime = this.toSeconds(time);
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this._state.cancel(computedTime);
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this._state.setStateAtTime("stopped", computedTime);
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this._tickSource.stop(computedTime);
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if (computedTime < this._lastUpdate) {
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this.emit("stop", computedTime);
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}
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return this;
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}
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/**
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* Pause the clock. Pausing does not reset the tick counter.
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* @param time The time when the clock should stop.
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*/
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pause(time: Time): this {
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const computedTime = this.toSeconds(time);
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if (this._state.getValueAtTime(computedTime) === "started") {
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this._state.setStateAtTime("paused", computedTime);
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this._tickSource.pause(computedTime);
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if (computedTime < this._lastUpdate) {
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this.emit("pause", computedTime);
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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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* The number of times the callback was invoked. Starts counting at 0
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* and increments after the callback was invoked.
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*/
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get ticks(): Ticks {
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return Math.ceil(this.getTicksAtTime(this.now()));
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}
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set ticks(t: Ticks) {
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this._tickSource.ticks = t;
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}
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/**
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* The time since ticks=0 that the Clock has been running. Accounts for tempo curves
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*/
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get seconds(): Seconds {
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return this._tickSource.seconds;
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}
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set seconds(s: Seconds) {
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this._tickSource.seconds = s;
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}
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/**
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* Return the elapsed seconds at the given time.
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* @param time When to get the elapsed seconds
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* @return The number of elapsed seconds
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*/
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getSecondsAtTime(time: Time): Seconds {
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return this._tickSource.getSecondsAtTime(time);
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}
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/**
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* Set the clock's ticks at the given time.
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* @param ticks The tick value to set
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* @param time When to set the tick value
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*/
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setTicksAtTime(ticks: Ticks, time: Time): this {
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this._tickSource.setTicksAtTime(ticks, time);
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return this;
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}
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/**
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* Get the clock's ticks at the given time.
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* @param time When to get the tick value
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* @return The tick value at the given time.
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*/
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getTicksAtTime(time: Time): Ticks {
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return this._tickSource.getTicksAtTime(time);
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}
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/**
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* Get the time of the next tick
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* @param ticks The tick number.
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*/
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nextTickTime(offset: Ticks, when: Time): Seconds {
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const computedTime = this.toSeconds(when);
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const currentTick = this.getTicksAtTime(computedTime);
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return this._tickSource.getTimeOfTick(currentTick + offset, computedTime);
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}
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/**
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* The scheduling loop.
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*/
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private _loop(): void {
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const startTime = this._lastUpdate;
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const endTime = this.now();
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this._lastUpdate = endTime;
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if (startTime !== endTime) {
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// the state change events
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this._state.forEachBetween(startTime, endTime, e => {
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switch (e.state) {
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case "started" :
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const offset = this._tickSource.getTicksAtTime(e.time);
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this.emit("start", e.time, offset);
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break;
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case "stopped" :
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if (e.time !== 0) {
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this.emit("stop", e.time);
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}
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break;
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case "paused" :
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this.emit("pause", e.time);
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break;
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}
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});
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// the tick callbacks
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this._tickSource.forEachTickBetween(startTime, endTime, (time, ticks) => {
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this.callback(time, ticks);
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});
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}
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}
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/**
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* Returns the scheduled state at the given time.
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* @param time The time to query.
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* @return The name of the state input in setStateAtTime.
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* @example
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* clock.start("+0.1");
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* clock.getStateAtTime("+0.1"); //returns "started"
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*/
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getStateAtTime(time: Time): PlaybackState {
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const computedTime = this.toSeconds(time);
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return this._state.getValueAtTime(computedTime);
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}
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/**
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* Clean up
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*/
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dispose(): this {
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this.context.off("tick", this._boundLoop);
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this._tickSource.dispose();
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this._state.dispose();
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return this;
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}
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///////////////////////////////////////////////////////////////////////
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// EMITTER MIXIN TO SATISFY COMPILER
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///////////////////////////////////////////////////////////////////////
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on!: (event: ClockEvent, callback: (...args: any[]) => void) => this;
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once!: (event: ClockEvent, callback: (...args: any[]) => void) => this;
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off!: (event: ClockEvent, callback?: ((...args: any[]) => void) | undefined) => this;
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emit!: (event: any, ...args: any[]) => this;
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}
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Emitter.mixin(Clock);
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