Tone.js/Tone/source/BufferSource.js
2017-10-21 19:02:46 -04:00

380 lines
10 KiB
JavaScript

define(["Tone/core/Tone", "Tone/core/Buffer", "Tone/source/Source", "Tone/core/Gain",
"Tone/core/AudioNode"], function (Tone) {
/**
* BufferSource polyfill
*/
if (window.AudioBufferSourceNode && !AudioBufferSourceNode.prototype.start){
AudioBufferSourceNode.prototype.start = AudioBufferSourceNode.prototype.noteGrainOn;
AudioBufferSourceNode.prototype.stop = AudioBufferSourceNode.prototype.noteOff;
}
/**
* @class Wrapper around the native BufferSourceNode.
* @extends {Tone.AudioNode}
* @param {AudioBuffer|Tone.Buffer} buffer The buffer to play
* @param {Function} onload The callback to invoke when the
* buffer is done playing.
*/
Tone.BufferSource = function(){
var options = Tone.defaults(arguments, ["buffer", "onload"], Tone.BufferSource);
Tone.AudioNode.call(this);
/**
* The callback to invoke after the
* buffer source is done playing.
* @type {Function}
*/
this.onended = options.onended;
/**
* The time that the buffer was started.
* @type {Number}
* @private
*/
this._startTime = -1;
/**
* The time that the buffer is scheduled to stop.
* @type {Number}
* @private
*/
this._stopTime = -1;
/**
* The gain node which envelopes the BufferSource
* @type {Tone.Gain}
* @private
*/
this._gainNode = this.output = new Tone.Gain();
/**
* The buffer source
* @type {AudioBufferSourceNode}
* @private
*/
this._source = this.context.createBufferSource();
this._source.connect(this._gainNode);
/**
* The private buffer instance
* @type {Tone.Buffer}
* @private
*/
this._buffer = new Tone.Buffer(options.buffer, options.onload);
/**
* The playbackRate of the buffer
* @type {Positive}
* @signal
*/
this.playbackRate = new Tone.Param(this._source.playbackRate, Tone.Type.Positive);
/**
* The fadeIn time of the amplitude envelope.
* @type {Time}
*/
this.fadeIn = options.fadeIn;
/**
* The fadeOut time of the amplitude envelope.
* @type {Time}
*/
this.fadeOut = options.fadeOut;
/**
* The curve applied to the fades, either "linear" or "exponential"
* @type {String}
*/
this.curve = options.curve;
/**
* The value that the buffer ramps to
* @type {Gain}
* @private
*/
this._gain = 1;
/**
* The onended timeout
* @type {Number}
* @private
*/
this._onendedTimeout = -1;
//set some values initially
this.loop = options.loop;
this.loopStart = options.loopStart;
this.loopEnd = options.loopEnd;
this.playbackRate.value = options.playbackRate;
};
Tone.extend(Tone.BufferSource, Tone.AudioNode);
/**
* The defaults
* @const
* @type {Object}
*/
Tone.BufferSource.defaults = {
"onended" : Tone.noOp,
"onload" : Tone.noOp,
"loop" : false,
"loopStart" : 0,
"loopEnd" : 0,
"fadeIn" : 0,
"fadeOut" : 0,
"curve" : "linear",
"playbackRate" : 1
};
/**
* Returns the playback state of the source, either "started" or "stopped".
* @type {Tone.State}
* @readOnly
* @memberOf Tone.BufferSource#
* @name state
*/
Object.defineProperty(Tone.BufferSource.prototype, "state", {
get : function(){
var now = this.now();
if (this._startTime !== -1 && now >= this._startTime && now < this._stopTime){
return Tone.State.Started;
} else {
return Tone.State.Stopped;
}
}
});
/**
* Start the buffer
* @param {Time} [startTime=now] When the player should start.
* @param {Time} [offset=0] The offset from the beginning of the sample
* to start at.
* @param {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)
* @param {Gain} [gain=1] The gain to play the buffer back at.
* @param {Time=} fadeInTime The optional fadeIn ramp time.
* @return {Tone.BufferSource} this
*/
Tone.BufferSource.prototype.start = function(time, offset, duration, gain, fadeInTime){
if (this._startTime !== -1){
throw new Error("Tone.BufferSource can only be started once.");
}
if (this.buffer.loaded){
time = this.toSeconds(time);
//if it's a loop the default offset is the loopstart point
if (this.loop){
offset = Tone.defaultArg(offset, this.loopStart);
} else {
//otherwise the default offset is 0
offset = Tone.defaultArg(offset, 0);
}
offset = this.toSeconds(offset);
gain = Tone.defaultArg(gain, 1);
this._gain = gain;
fadeInTime = this.toSeconds(Tone.defaultArg(fadeInTime, this.fadeIn));
this.fadeIn = fadeInTime;
if (fadeInTime > 0){
this._gainNode.gain.setValueAtTime(0, time);
if (this.curve === "linear"){
this._gainNode.gain.linearRampToValueAtTime(this._gain, time + fadeInTime);
} else {
this._gainNode.gain.exponentialAppraochValueAtTime(this._gain, time, fadeInTime);
}
} else {
this._gainNode.gain.setValueAtTime(gain, time);
}
this._startTime = time;
var computedDur = this.toSeconds(Tone.defaultArg(duration, this.buffer.duration - offset));
computedDur = Math.max(computedDur, 0);
if (!this.loop || (this.loop && !Tone.isUndef(duration))){
//clip the duration when not looping
if (!this.loop){
computedDur = Math.min(computedDur, this.buffer.duration - offset);
}
this.stop(time + computedDur, this.fadeOut);
}
//start the buffer source
if (this.loop){
//modify the offset if it's greater than the loop time
var loopEnd = this.loopEnd || this.buffer.duration;
var loopStart = this.loopStart;
var loopDuration = loopEnd - loopStart;
//move the offset back
if (offset > loopEnd){
offset = ((offset - loopStart) % loopDuration) + loopStart;
}
}
this._source.buffer = this.buffer.get();
this._source.loopEnd = this.loopEnd || this.buffer.duration;
Tone.isPast(time);
this._source.start(time, offset);
} else {
throw new Error("Tone.BufferSource: buffer is either not set or not loaded.");
}
return this;
};
/**
* Stop the buffer. Optionally add a ramp time to fade the
* buffer out.
* @param {Time=} time The time the buffer should stop.
* @param {Time=} fadeOutTime How long the gain should fade out for
* @return {Tone.BufferSource} this
*/
Tone.BufferSource.prototype.stop = function(time, fadeOutTime){
if (this.buffer.loaded){
time = this.toSeconds(time);
//if this is before the previous stop
if (this._stopTime === -1 || this._stopTime > time){
//stop if it's schedule before the start time
if (time <= this._startTime){
this._gainNode.gain.cancelScheduledValues(time);
this._gainNode.gain.value = 0;
return this;
}
time = Math.max(this._startTime + this.fadeIn + this.sampleTime, time);
//cancel the previous curve
this._gainNode.gain.cancelScheduledValues(time);
this._stopTime = time;
//the fadeOut time
fadeOutTime = this.toSeconds(Tone.defaultArg(fadeOutTime, this.fadeOut));
var heldDuration = time - this._startTime - this.fadeIn - this.sampleTime;
if (!this.loop){
//make sure the fade does not go beyond the length of the buffer
heldDuration = Math.min(heldDuration, this.buffer.duration);
}
fadeOutTime = Math.min(heldDuration, fadeOutTime);
var startFade = time - fadeOutTime;
if (fadeOutTime > this.sampleTime){
this._gainNode.gain.setValueAtTime(this._gain, startFade);
if (this.curve === "linear"){
this._gainNode.gain.linearRampToValueAtTime(0, time);
} else {
this._gainNode.gain.exponentialAppraochValueAtTime(0, startFade, fadeOutTime);
}
} else {
this._gainNode.gain.setValueAtTime(0, time);
}
Tone.context.clearTimeout(this._onendedTimeout);
this._onendedTimeout = Tone.context.setTimeout(this._onended.bind(this), this._stopTime - this.now());
}
} else {
throw new Error("Tone.BufferSource: buffer is either not set or not loaded.");
}
return this;
};
/**
* Internal callback when the buffer is ended.
* Invokes `onended` and disposes the node.
* @private
*/
Tone.BufferSource.prototype._onended = function(){
this.onended(this);
//allow additional time for the exponential curve to fully decay
var additionalTail = this.curve === "exponential" ? this.fadeOut * 2 : 0;
this._source.stop(this._stopTime + additionalTail);
};
/**
* If loop is true, the loop will start at this position.
* @memberOf Tone.BufferSource#
* @type {Time}
* @name loopStart
*/
Object.defineProperty(Tone.BufferSource.prototype, "loopStart", {
get : function(){
return this._source.loopStart;
},
set : function(loopStart){
this._source.loopStart = this.toSeconds(loopStart);
}
});
/**
* If loop is true, the loop will end at this position.
* @memberOf Tone.BufferSource#
* @type {Time}
* @name loopEnd
*/
Object.defineProperty(Tone.BufferSource.prototype, "loopEnd", {
get : function(){
return this._source.loopEnd;
},
set : function(loopEnd){
this._source.loopEnd = this.toSeconds(loopEnd);
}
});
/**
* The audio buffer belonging to the player.
* @memberOf Tone.BufferSource#
* @type {Tone.Buffer}
* @name buffer
*/
Object.defineProperty(Tone.BufferSource.prototype, "buffer", {
get : function(){
return this._buffer;
},
set : function(buffer){
this._buffer.set(buffer);
}
});
/**
* If the buffer should loop once it's over.
* @memberOf Tone.BufferSource#
* @type {Boolean}
* @name loop
*/
Object.defineProperty(Tone.BufferSource.prototype, "loop", {
get : function(){
return this._source.loop;
},
set : function(loop){
this._source.loop = loop;
}
});
/**
* Clean up.
* @return {Tone.BufferSource} this
*/
Tone.BufferSource.prototype.dispose = function(){
Tone.AudioNode.prototype.dispose.call(this);
this.onended = null;
this._source.disconnect();
this._source = null;
this._gainNode.dispose();
this._gainNode = null;
this._buffer.dispose();
this._buffer = null;
this._startTime = -1;
this.playbackRate = null;
Tone.context.clearTimeout(this._onendedTimeout);
return this;
};
return Tone.BufferSource;
});