mirror of
https://github.com/Tonejs/Tone.js
synced 2024-12-30 13:33:10 +00:00
236 lines
No EOL
5.9 KiB
JavaScript
236 lines
No EOL
5.9 KiB
JavaScript
define(["Tone/core/Tone", "Tone/core/Master"], function(Tone){
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/**
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* Record an input into an array or AudioBuffer
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*
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* it is limited in that the recording length needs to be known beforehand
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*
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* @constructor
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* @extends {Tone}
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* @param {number} channels
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*/
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Tone.Recorder = function(channels){
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Tone.call(this);
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/**
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* the number of channels in the recording
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* @type {number}
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*/
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this.channels = this.defaultArg(channels, 1);
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/**
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* @private
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* @type {ScriptProcessorNode}
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*/
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this._jsNode = this.context.createScriptProcessor(this.bufferSize, this.channels, 1);
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this._jsNode.onaudioprocess = this._audioprocess.bind(this);
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/**
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* Float32Array for each channel
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* @private
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* @type {Array<Float32Array>}
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*/
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this._recordBuffers = new Array(this.channels);
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/**
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* @type {number}
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* @private
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*/
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this._recordStartSample = 0;
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/**
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* @type {number}
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* @private
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*/
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this._recordEndSample = 0;
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/**
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* @type {number}
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* @private
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*/
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this._recordDuration = 0;
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/**
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* @type {RecordState}
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*/
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this.state = RecordState.STOPPED;
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/**
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* @private
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* @type {number}
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*/
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this._recordBufferOffset = 0;
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/**
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* callback invoked when the recording is over
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* @private
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* @type {function(Float32Array)}
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*/
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this._callback = function(){};
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//connect it up
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this.input.connect(this._jsNode);
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//pass thru audio
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this.input.connect(this.output);
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//so it doesn't get garbage collected
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this._jsNode.noGC();
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//clear it to start
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this.clear();
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};
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Tone.extend(Tone.Recorder);
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/**
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* internal method called on audio process
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*
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* @private
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* @param {AudioProcessorEvent} event
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*/
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Tone.Recorder.prototype._audioprocess = function(event){
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if (this.state === RecordState.STOPPED){
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return;
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} else if (this.state === RecordState.RECORDING){
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//check if it's time yet
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var now = this.defaultArg(event.playbackTime, this.now());
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var processPeriodStart = this.toSamples(now);
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var bufferSize = this._jsNode.bufferSize;
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var processPeriodEnd = processPeriodStart + bufferSize;
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var bufferOffset, len;
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if (processPeriodStart > this._recordEndSample){
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this.state = RecordState.STOPPED;
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this._callback(this._recordBuffers);
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} else if (processPeriodStart > this._recordStartSample) {
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bufferOffset = 0;
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len = Math.min(this._recordEndSample - processPeriodStart, bufferSize);
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this._recordChannels(event.inputBuffer, bufferOffset, len, bufferSize);
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} else if (processPeriodEnd > this._recordStartSample) {
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len = processPeriodEnd - this._recordStartSample;
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bufferOffset = bufferSize - len;
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this._recordChannels(event.inputBuffer, bufferOffset, len, bufferSize);
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}
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}
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};
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/**
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* record an input channel
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* @param {AudioBuffer} inputBuffer
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* @param {number} from
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* @param {number} to
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* @private
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*/
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Tone.Recorder.prototype._recordChannels = function(inputBuffer, from, to, bufferSize){
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var offset = this._recordBufferOffset;
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var buffers = this._recordBuffers;
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for (var channelNum = 0; channelNum < inputBuffer.numberOfChannels; channelNum++){
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var channel = inputBuffer.getChannelData(channelNum);
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if ((from === 0) && (to === bufferSize)){
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//set the whole thing
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this._recordBuffers[channelNum].set(channel, offset);
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} else {
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for (var i = from; i < from + to; i++){
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var zeroed = i - from;
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buffers[channelNum][zeroed + offset] = channel[i];
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}
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}
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}
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this._recordBufferOffset += to;
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};
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/**
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* Record for a certain period of time
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*
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* will clear the internal buffer before starting
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*
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* @param {Tone.Time} duration
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* @param {Tone.Time} wait the wait time before recording
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* @param {function(Float32Array)} callback the callback to be invoked when the buffer is done recording
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*/
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Tone.Recorder.prototype.record = function(duration, startTime, callback){
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if (this.state === RecordState.STOPPED){
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this.clear();
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this._recordBufferOffset = 0;
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startTime = this.defaultArg(startTime, 0);
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this._recordDuration = this.toSamples(duration);
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this._recordStartSample = this.toSamples("+"+startTime);
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this._recordEndSample = this._recordStartSample + this._recordDuration;
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for (var i = 0; i < this.channels; i++){
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this._recordBuffers[i] = new Float32Array(this._recordDuration);
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}
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this.state = RecordState.RECORDING;
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this._callback = this.defaultArg(callback, function(){});
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}
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};
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/**
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* clears the recording buffer
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*/
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Tone.Recorder.prototype.clear = function(){
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for (var i = 0; i < this.channels; i++){
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this._recordBuffers[i] = null;
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}
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this._recordBufferOffset = 0;
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};
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/**
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* true if there is nothing in the buffers
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* @return {boolean}
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*/
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Tone.Recorder.prototype.isEmpty = function(){
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return this._recordBuffers[0] === null;
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};
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/**
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* @return {Array<Float32Array>}
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*/
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Tone.Recorder.prototype.getFloat32Array = function(){
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if (this.isEmpty()){
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return null;
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} else {
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return this._recordBuffers;
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}
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};
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/**
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* @return {AudioBuffer}
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*/
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Tone.Recorder.prototype.getAudioBuffer = function(){
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if (this.isEmpty()){
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return null;
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} else {
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var audioBuffer = this.context.createBuffer(this.channels, this._recordBuffers[0].length, this.context.sampleRate);
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for (var channelNum = 0; channelNum < audioBuffer.numberOfChannels; channelNum++){
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var channel = audioBuffer.getChannelData(channelNum);
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channel.set(this._recordBuffers[channelNum]);
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}
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return audioBuffer;
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}
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};
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/**
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* clean up
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*/
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Tone.Recorder.prototype.dispose = function(){
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this.output.disconnect();
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this.input.disconnect();
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this._jsNode.disconnect();
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this._jsNode.onaudioprocess = undefined;
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this.output = null;
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this.input = null;
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this._jsNode = null;
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this._recordBuffers = null;
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};
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/**
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* @enum {string}
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*/
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var RecordState = {
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STOPPED : "stopped",
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SCHEDULED : "scheduled",
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RECORDING : "recording"
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};
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return Tone.Recorder;
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}); |