mirror of
https://github.com/Tonejs/Tone.js
synced 2024-12-27 03:53:07 +00:00
522 lines
13 KiB
JavaScript
522 lines
13 KiB
JavaScript
import Tone from "../core/Tone";
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import "../event/Event";
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import "../type/Type";
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import "../core/Transport";
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/**
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* @class Tone.Part is a collection Tone.Events which can be
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* started/stopped and looped as a single unit.
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*
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* @extends {Tone.Event}
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* @param {Function} callback The callback to invoke on each event
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* @param {Array} events the array of events
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* @example
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* var part = new Tone.Part(function(time, note){
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* //the notes given as the second element in the array
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* //will be passed in as the second argument
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* synth.triggerAttackRelease(note, "8n", time);
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* }, [[0, "C2"], ["0:2", "C3"], ["0:3:2", "G2"]]);
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* @example
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* //use an array of objects as long as the object has a "time" attribute
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* var part = new Tone.Part(function(time, value){
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* //the value is an object which contains both the note and the velocity
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* synth.triggerAttackRelease(value.note, "8n", time, value.velocity);
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* }, [{"time" : 0, "note" : "C3", "velocity": 0.9},
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* {"time" : "0:2", "note" : "C4", "velocity": 0.5}
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* ]).start(0);
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*/
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Tone.Part = function(){
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var options = Tone.defaults(arguments, ["callback", "events"], Tone.Part);
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Tone.Event.call(this, options);
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/**
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* An array of Objects.
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* @type {Array}
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* @private
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*/
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this._events = [];
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//add the events
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for (var i = 0; i < options.events.length; i++){
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if (Array.isArray(options.events[i])){
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this.add(options.events[i][0], options.events[i][1]);
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} else {
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this.add(options.events[i]);
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}
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}
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};
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Tone.extend(Tone.Part, 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.Part.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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"probability" : 1,
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"humanize" : false,
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"mute" : false,
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"events" : []
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};
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/**
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* Start the part at the given time.
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* @param {TransportTime} time When to start the part.
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* @param {Time=} offset The offset from the start of the part
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* to begin playing at.
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* @return {Tone.Part} this
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*/
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Tone.Part.prototype.start = function(time, offset){
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var ticks = this.toTicks(time);
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if (this._state.getValueAtTime(ticks) !== Tone.State.Started){
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if (this._loop){
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offset = Tone.defaultArg(offset, this._loopStart);
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} else {
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offset = Tone.defaultArg(offset, 0);
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}
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offset = this.toTicks(offset);
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this._state.add({
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"state" : Tone.State.Started,
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"time" : ticks,
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"offset" : offset
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});
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this._forEach(function(event){
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this._startNote(event, ticks, 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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* Start the event in the given event at the correct time given
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* the ticks and offset and looping.
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* @param {Tone.Event} event
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* @param {Ticks} ticks
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* @param {Ticks} offset
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* @private
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*/
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Tone.Part.prototype._startNote = function(event, ticks, offset){
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ticks -= offset;
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if (this._loop){
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if (event.startOffset >= this._loopStart && event.startOffset < this._loopEnd){
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if (event.startOffset < offset){
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//start it on the next loop
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ticks += this._getLoopDuration();
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}
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event.start(Tone.Ticks(ticks));
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} else if (event.startOffset < this._loopStart && event.startOffset >= offset){
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event.loop = false;
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event.start(Tone.Ticks(ticks));
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}
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} else if (event.startOffset >= offset){
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event.start(Tone.Ticks(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.Part#
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* @name startOffset
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* @private
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*/
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Object.defineProperty(Tone.Part.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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this._forEach(function(event){
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event.startOffset += this._startOffset;
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});
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}
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});
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/**
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* Stop the part at the given time.
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* @param {TimelinePosition} time When to stop the part.
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* @return {Tone.Part} this
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*/
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Tone.Part.prototype.stop = function(time){
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var ticks = this.toTicks(time);
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this._state.cancel(ticks);
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this._state.setStateAtTime(Tone.State.Stopped, ticks);
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this._forEach(function(event){
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event.stop(time);
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});
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return this;
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};
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/**
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* Get/Set an Event's value at the given time.
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* If a value is passed in and no event exists at
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* the given time, one will be created with that value.
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* If two events are at the same time, the first one will
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* be returned.
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* @example
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* part.at("1m"); //returns the part at the first measure
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*
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* part.at("2m", "C2"); //set the value at "2m" to C2.
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* //if an event didn't exist at that time, it will be created.
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* @param {TransportTime} time The time of the event to get or set.
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* @param {*=} value If a value is passed in, the value of the
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* event at the given time will be set to it.
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* @return {Tone.Event} the event at the time
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*/
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Tone.Part.prototype.at = function(time, value){
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time = Tone.TransportTime(time);
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var tickTime = Tone.Ticks(1).toSeconds();
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for (var i = 0; i < this._events.length; i++){
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var event = this._events[i];
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if (Math.abs(time.toTicks() - event.startOffset) < tickTime){
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if (Tone.isDefined(value)){
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event.value = value;
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}
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return event;
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}
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}
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//if there was no event at that time, create one
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if (Tone.isDefined(value)){
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this.add(time, value);
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//return the new event
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return this._events[this._events.length - 1];
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} else {
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return null;
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}
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};
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/**
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* Add a an event to the part.
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* @param {Time} time The time the note should start.
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* If an object is passed in, it should
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* have a 'time' attribute and the rest
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* of the object will be used as the 'value'.
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* @param {Tone.Event|*} value
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* @returns {Tone.Part} this
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* @example
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* part.add("1m", "C#+11");
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*/
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Tone.Part.prototype.add = function(time, value){
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//extract the parameters
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if (time.hasOwnProperty("time")){
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value = time;
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time = value.time;
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}
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time = this.toTicks(time);
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var event;
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if (value instanceof Tone.Event){
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event = value;
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event.callback = this._tick.bind(this);
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} else {
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event = new Tone.Event({
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"callback" : this._tick.bind(this),
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"value" : value,
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});
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}
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//the start offset
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event.startOffset = time;
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//initialize the values
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event.set({
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"loopEnd" : this.loopEnd,
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"loopStart" : this.loopStart,
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"loop" : this.loop,
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"humanize" : this.humanize,
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"playbackRate" : this.playbackRate,
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"probability" : this.probability
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});
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this._events.push(event);
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//start the note if it should be played right now
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this._restartEvent(event);
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return this;
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};
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/**
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* Restart the given event
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* @param {Tone.Event} event
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* @private
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*/
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Tone.Part.prototype._restartEvent = function(event){
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this._state.forEach(function(stateEvent){
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if (stateEvent.state === Tone.State.Started){
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this._startNote(event, stateEvent.time, stateEvent.offset);
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} else {
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//stop the note
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event.stop(Tone.Ticks(stateEvent.time));
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}
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}.bind(this));
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};
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/**
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* Remove an event from the part. If the event at that time is a Tone.Part,
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* it will remove the entire part.
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* @param {Time} time The time of the event
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* @param {*} value Optionally select only a specific event value
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* @return {Tone.Part} this
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*/
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Tone.Part.prototype.remove = function(time, value){
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//extract the parameters
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if (time.hasOwnProperty("time")){
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value = time;
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time = value.time;
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}
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time = this.toTicks(time);
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for (var i = this._events.length - 1; i >= 0; i--){
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var event = this._events[i];
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if (event.startOffset === time){
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if (Tone.isUndef(value) || (Tone.isDefined(value) && event.value === value)){
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this._events.splice(i, 1);
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event.dispose();
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}
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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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* Remove all of the notes from the group.
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* @return {Tone.Part} this
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*/
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Tone.Part.prototype.removeAll = function(){
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this._forEach(function(event){
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event.dispose();
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});
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this._events = [];
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return this;
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};
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/**
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* Cancel scheduled state change events: i.e. "start" and "stop".
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* @param {TimelinePosition} after The time after which to cancel the scheduled events.
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* @return {Tone.Part} this
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*/
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Tone.Part.prototype.cancel = function(after){
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this._forEach(function(event){
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event.cancel(after);
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});
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this._state.cancel(this.toTicks(after));
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return this;
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};
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/**
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* Iterate over all of the events
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* @param {Function} callback
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* @param {Object} ctx The context
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* @private
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*/
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Tone.Part.prototype._forEach = function(callback, ctx){
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if (this._events){
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ctx = Tone.defaultArg(ctx, this);
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for (var i = this._events.length - 1; i >= 0; i--){
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var e = this._events[i];
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if (e instanceof Tone.Part){
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e._forEach(callback, ctx);
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} else {
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callback.call(ctx, e);
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}
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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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* Set the attribute of all of the events
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* @param {String} attr the attribute to set
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* @param {*} value The value to set it to
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* @private
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*/
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Tone.Part.prototype._setAll = function(attr, value){
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this._forEach(function(event){
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event[attr] = value;
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});
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};
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/**
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* Internal tick method
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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.Part.prototype._tick = function(time, value){
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if (!this.mute){
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this.callback(time, value);
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}
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};
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/**
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* Determine if the event should be currently looping
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* given the loop boundries of this Part.
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* @param {Tone.Event} event The event to test
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* @private
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*/
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Tone.Part.prototype._testLoopBoundries = function(event){
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if (this._loop && (event.startOffset < this._loopStart || event.startOffset >= this._loopEnd)){
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event.cancel(0);
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} else if (event.state === Tone.State.Stopped){
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//reschedule it if it's stopped
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this._restartEvent(event);
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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.Part#
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* @type {NormalRange}
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* @name probability
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*/
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Object.defineProperty(Tone.Part.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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this._setAll("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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* @example
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* event.humanize = true;
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* @type {Boolean|Time}
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* @name humanize
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* @memberof Tone.Part#
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*/
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Object.defineProperty(Tone.Part.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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this._setAll("humanize", variation);
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}
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});
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/**
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* If the part should loop or not
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* between Tone.Part.loopStart and
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* Tone.Part.loopEnd. If set to true,
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* the part 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.Part#
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* @type {Boolean|Positive}
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* @name loop
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* @example
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* //loop the part 8 times
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* part.loop = 8;
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*/
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Object.defineProperty(Tone.Part.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._forEach(function(event){
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event._loopStart = this._loopStart;
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event._loopEnd = this._loopEnd;
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event.loop = loop;
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this._testLoopBoundries(event);
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});
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}
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});
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/**
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* The loopEnd point determines when it will
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* loop if Tone.Part.loop is true.
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* @memberOf Tone.Part#
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* @type {Time}
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* @name loopEnd
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*/
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Object.defineProperty(Tone.Part.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._forEach(function(event){
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event.loopEnd = loopEnd;
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this._testLoopBoundries(event);
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});
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}
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}
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});
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/**
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* The loopStart point determines when it will
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* loop if Tone.Part.loop is true.
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* @memberOf Tone.Part#
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* @type {Time}
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* @name loopStart
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*/
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Object.defineProperty(Tone.Part.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._forEach(function(event){
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event.loopStart = this.loopStart;
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this._testLoopBoundries(event);
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});
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}
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}
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});
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/**
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* The playback rate of the part
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* @memberOf Tone.Part#
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* @type {Positive}
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* @name playbackRate
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*/
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Object.defineProperty(Tone.Part.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._setAll("playbackRate", rate);
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}
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});
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/**
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* The number of scheduled notes in the part.
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* @memberOf Tone.Part#
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* @type {Positive}
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* @name length
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* @readOnly
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*/
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Object.defineProperty(Tone.Part.prototype, "length", {
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get : function(){
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return this._events.length;
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}
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});
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/**
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* Clean up
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* @return {Tone.Part} this
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*/
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Tone.Part.prototype.dispose = function(){
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Tone.Event.prototype.dispose.call(this);
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this.removeAll();
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this.callback = null;
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this._events = null;
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return this;
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};
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export default Tone.Part;
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