mirror of
https://github.com/Tonejs/Tone.js
synced 2024-12-27 03:53:07 +00:00
441 lines
10 KiB
JavaScript
441 lines
10 KiB
JavaScript
import Tone from "../core/Tone";
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import "../core/Transport";
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import "../type/Type";
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import "../core/StateTimeline";
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/**
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* @class Tone.Event abstracts away Tone.Transport.schedule and provides a schedulable
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* callback for a single or repeatable events along the timeline.
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*
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* @extends {Tone}
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* @param {function} callback The callback to invoke at the time.
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* @param {*} value The value or values which should be passed to
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* the callback function on invocation.
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* @example
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* var chord = new Tone.Event(function(time, chord){
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* //the chord as well as the exact time of the event
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* //are passed in as arguments to the callback function
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* }, ["D4", "E4", "F4"]);
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* //start the chord at the beginning of the transport timeline
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* chord.start();
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* //loop it every measure for 8 measures
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* chord.loop = 8;
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* chord.loopEnd = "1m";
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*/
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Tone.Event = function(){
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var options = Tone.defaults(arguments, ["callback", "value"], Tone.Event);
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Tone.call(this);
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/**
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* Loop value
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* @type {Boolean|Positive}
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* @private
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*/
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this._loop = options.loop;
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/**
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* The callback to invoke.
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* @type {Function}
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*/
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this.callback = options.callback;
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/**
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* The value which is passed to the
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* callback function.
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* @type {*}
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* @private
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*/
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this.value = options.value;
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/**
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* When the note is scheduled to start.
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* @type {Number}
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* @private
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*/
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this._loopStart = this.toTicks(options.loopStart);
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/**
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* When the note is scheduled to start.
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* @type {Number}
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* @private
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*/
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this._loopEnd = this.toTicks(options.loopEnd);
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/**
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* Tracks the scheduled events
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* @type {Tone.StateTimeline}
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* @private
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*/
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this._state = new Tone.StateTimeline(Tone.State.Stopped);
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/**
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* The playback speed of the note. A speed of 1
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* is no change.
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* @private
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* @type {Positive}
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*/
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this._playbackRate = 1;
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/**
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* A delay time from when the event is scheduled to start
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* @type {Ticks}
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* @private
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*/
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this._startOffset = 0;
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/**
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* private holder of probability value
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* @type {NormalRange}
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* @private
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*/
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this._probability = options.probability;
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/**
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* the amount of variation from the
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* given time.
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* @type {Boolean|Time}
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* @private
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*/
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this._humanize = options.humanize;
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/**
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* If mute is true, the callback won't be
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* invoked.
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* @type {Boolean}
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*/
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this.mute = options.mute;
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//set the initial values
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this.playbackRate = options.playbackRate;
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};
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Tone.extend(Tone.Event);
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/**
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* The default values
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* @type {Object}
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* @const
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*/
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Tone.Event.defaults = {
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"callback" : Tone.noOp,
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"loop" : false,
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"loopEnd" : "1m",
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"loopStart" : 0,
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"playbackRate" : 1,
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"value" : null,
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"probability" : 1,
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"mute" : false,
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"humanize" : false,
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};
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/**
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* Reschedule all of the events along the timeline
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* with the updated values.
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* @param {Time} after Only reschedules events after the given time.
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* @return {Tone.Event} this
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* @private
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*/
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Tone.Event.prototype._rescheduleEvents = function(after){
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//if no argument is given, schedules all of the events
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after = Tone.defaultArg(after, -1);
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this._state.forEachFrom(after, function(event){
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var duration;
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if (event.state === Tone.State.Started){
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if (Tone.isDefined(event.id)){
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Tone.Transport.clear(event.id);
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}
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var startTick = event.time + Math.round(this.startOffset / this._playbackRate);
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if (this._loop === true || Tone.isNumber(this._loop) && this._loop > 1){
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duration = Infinity;
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if (Tone.isNumber(this._loop)){
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duration = (this._loop) * this._getLoopDuration();
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}
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var nextEvent = this._state.getAfter(startTick);
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if (nextEvent !== null){
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duration = Math.min(duration, nextEvent.time - startTick);
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}
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if (duration !== Infinity){
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//schedule a stop since it's finite duration
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this._state.setStateAtTime(Tone.State.Stopped, startTick + duration + 1);
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duration = Tone.Ticks(duration);
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}
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var interval = Tone.Ticks(this._getLoopDuration());
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event.id = Tone.Transport.scheduleRepeat(this._tick.bind(this), interval, Tone.Ticks(startTick), duration);
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} else {
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event.id = Tone.Transport.schedule(this._tick.bind(this), Tone.Ticks(startTick));
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}
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}
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}.bind(this));
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return this;
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};
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/**
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* Returns the playback state of the note, either "started" or "stopped".
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* @type {String}
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* @readOnly
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* @memberOf Tone.Event#
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* @name state
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*/
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Object.defineProperty(Tone.Event.prototype, "state", {
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get : function(){
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return this._state.getValueAtTime(Tone.Transport.ticks);
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}
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});
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/**
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* The start from the scheduled start time
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* @type {Ticks}
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* @memberOf Tone.Event#
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* @name startOffset
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* @private
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*/
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Object.defineProperty(Tone.Event.prototype, "startOffset", {
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get : function(){
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return this._startOffset;
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},
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set : function(offset){
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this._startOffset = offset;
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}
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});
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/**
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* The probability of the notes being triggered.
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* @memberOf Tone.Event#
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* @type {NormalRange}
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* @name probability
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*/
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Object.defineProperty(Tone.Event.prototype, "probability", {
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get : function(){
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return this._probability;
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},
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set : function(prob){
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this._probability = prob;
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}
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});
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/**
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* If set to true, will apply small random variation
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* to the callback time. If the value is given as a time, it will randomize
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* by that amount.
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* @type {Boolean|Time}
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* @name humanize
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* @memberof Tone.Event#
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* @example
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* event.humanize = true;
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*/
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Object.defineProperty(Tone.Event.prototype, "humanize", {
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get : function(){
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return this._humanize;
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},
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set : function(variation){
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this._humanize = variation;
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}
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});
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/**
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* Start the note at the given time.
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* @param {TimelinePosition} time When the note should start.
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* @return {Tone.Event} this
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*/
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Tone.Event.prototype.start = function(time){
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time = this.toTicks(time);
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if (this._state.getValueAtTime(time) === Tone.State.Stopped){
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this._state.add({
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"state" : Tone.State.Started,
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"time" : time,
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"id" : undefined,
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});
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this._rescheduleEvents(time);
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}
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return this;
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};
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/**
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* Stop the Event at the given time.
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* @param {TimelinePosition} time When the note should stop.
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* @return {Tone.Event} this
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*/
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Tone.Event.prototype.stop = function(time){
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this.cancel(time);
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time = this.toTicks(time);
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if (this._state.getValueAtTime(time) === Tone.State.Started){
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this._state.setStateAtTime(Tone.State.Stopped, time);
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var previousEvent = this._state.getBefore(time);
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var reschedulTime = time;
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if (previousEvent !== null){
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reschedulTime = previousEvent.time;
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}
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this._rescheduleEvents(reschedulTime);
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}
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return this;
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};
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/**
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* Cancel all scheduled events greater than or equal to the given time
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* @param {TimelinePosition} [time=0] The time after which events will be cancel.
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* @return {Tone.Event} this
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*/
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Tone.Event.prototype.cancel = function(time){
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time = Tone.defaultArg(time, -Infinity);
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time = this.toTicks(time);
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this._state.forEachFrom(time, function(event){
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Tone.Transport.clear(event.id);
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});
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this._state.cancel(time);
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return this;
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};
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/**
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* The callback function invoker. Also
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* checks if the Event is done playing
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* @param {Number} time The time of the event in seconds
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* @private
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*/
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Tone.Event.prototype._tick = function(time){
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var ticks = Tone.Transport.getTicksAtTime(time);
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if (!this.mute && this._state.getValueAtTime(ticks) === Tone.State.Started){
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if (this.probability < 1 && Math.random() > this.probability){
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return;
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}
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if (this.humanize){
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var variation = 0.02;
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if (!Tone.isBoolean(this.humanize)){
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variation = this.toSeconds(this.humanize);
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}
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time += (Math.random() * 2 - 1) * variation;
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}
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this.callback(time, this.value);
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}
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};
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/**
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* Get the duration of the loop.
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* @return {Ticks}
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* @private
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*/
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Tone.Event.prototype._getLoopDuration = function(){
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return Math.round((this._loopEnd - this._loopStart) / this._playbackRate);
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};
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/**
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* If the note should loop or not
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* between Tone.Event.loopStart and
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* Tone.Event.loopEnd. If set to true,
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* the event will loop indefinitely,
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* if set to a number greater than 1
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* it will play a specific number of
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* times, if set to false, 0 or 1, the
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* part will only play once.
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* @memberOf Tone.Event#
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* @type {Boolean|Positive}
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* @name loop
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*/
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Object.defineProperty(Tone.Event.prototype, "loop", {
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get : function(){
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return this._loop;
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},
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set : function(loop){
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this._loop = loop;
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this._rescheduleEvents();
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}
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});
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/**
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* The playback rate of the note. Defaults to 1.
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* @memberOf Tone.Event#
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* @type {Positive}
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* @name playbackRate
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* @example
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* note.loop = true;
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* //repeat the note twice as fast
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* note.playbackRate = 2;
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*/
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Object.defineProperty(Tone.Event.prototype, "playbackRate", {
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get : function(){
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return this._playbackRate;
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},
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set : function(rate){
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this._playbackRate = rate;
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this._rescheduleEvents();
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}
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});
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/**
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* The loopEnd point is the time the event will loop
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* if Tone.Event.loop is true.
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* @memberOf Tone.Event#
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* @type {Time}
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* @name loopEnd
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*/
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Object.defineProperty(Tone.Event.prototype, "loopEnd", {
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get : function(){
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return Tone.Ticks(this._loopEnd).toSeconds();
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},
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set : function(loopEnd){
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this._loopEnd = this.toTicks(loopEnd);
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if (this._loop){
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this._rescheduleEvents();
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}
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}
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});
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/**
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* The time when the loop should start.
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* @memberOf Tone.Event#
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* @type {Time}
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* @name loopStart
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*/
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Object.defineProperty(Tone.Event.prototype, "loopStart", {
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get : function(){
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return Tone.Ticks(this._loopStart).toSeconds();
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},
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set : function(loopStart){
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this._loopStart = this.toTicks(loopStart);
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if (this._loop){
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this._rescheduleEvents();
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}
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}
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});
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/**
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* The current progress of the loop interval.
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* Returns 0 if the event is not started yet or
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* it is not set to loop.
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* @memberOf Tone.Event#
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* @type {NormalRange}
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* @name progress
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* @readOnly
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*/
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Object.defineProperty(Tone.Event.prototype, "progress", {
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get : function(){
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if (this._loop){
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var ticks = Tone.Transport.ticks;
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var lastEvent = this._state.get(ticks);
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if (lastEvent !== null && lastEvent.state === Tone.State.Started){
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var loopDuration = this._getLoopDuration();
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var progress = (ticks - lastEvent.time) % loopDuration;
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return progress / loopDuration;
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} else {
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return 0;
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}
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} else {
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return 0;
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}
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}
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});
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/**
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* Clean up
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* @return {Tone.Event} this
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*/
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Tone.Event.prototype.dispose = function(){
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this.cancel();
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this._state.dispose();
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this._state = null;
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this.callback = null;
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this.value = null;
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};
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export default Tone.Event;
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