Replaced setTargetAtTime calls with setValueAtTime calls

This commit is contained in:
Pavle Goloskokovic 2017-12-18 17:29:01 +01:00
parent 7033e1c9f5
commit f19262acd4

View file

@ -60,15 +60,15 @@ var FX = new Class({
// Set the values
this.volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
this.volume.gain.setValueAtTime(this.volumeValue, 0);
if (!ctx.createStereoPanner)
{
this.pan.setPosition(this.panValue, 0, 1 - Math.abs(this.panValue));
}
else
{
this.pan.pan.setTargetAtTime(this.panValue, 0, 0.01);
this.pan.pan.setValueAtTime(this.panValue, 0);
}
// Create an oscillator, gain and pan nodes, and connect them together to the destination
@ -84,14 +84,14 @@ var FX = new Class({
if (this.randomValue > 0)
{
oscillator.frequency.setTargetAtTime(Between(
oscillator.frequency.setValueAtTime(Between(
this.frequencyValue - this.randomValue / 2,
this.frequencyValue + this.randomValue / 2
), 0, 0.01);
), 0);
}
else
{
oscillator.frequency.setTargetAtTime(this.frequencyValue, 0, 0.01);
oscillator.frequency.setValueAtTime(this.frequencyValue, 0);
}
// Apply effects
@ -138,9 +138,9 @@ var FX = new Class({
{
oscillator.start(this.audioContext.currentTime + this.wait);
//Oscillators have to be stopped otherwise they accumulate in
//Oscillators have to be stopped otherwise they accumulate in
//memory and tax the CPU. They'll be stopped after a default
//timeout of 2 seconds, which should be enough for most sound
//timeout of 2 seconds, which should be enough for most sound
//effects. Override this in the `soundEffect` parameters if you
//need a longer sound
@ -149,7 +149,7 @@ var FX = new Class({
fadeIn: function (volume)
{
volume.gain.setTargetAtTime(0, this.audioContext.currentTime, 0.01);
volume.gain.setValueAtTime(0, 0);
volume.gain.linearRampToValueAtTime(0, this.audioContext.currentTime + this.wait);
@ -182,12 +182,12 @@ var FX = new Class({
// Set the node values
feedback.gain.setTargetAtTime(this.echoFeedback, 0, 0.01);
delay.delayTime.setTargetAtTime(this.echoDelay, 0, 0.01);
feedback.gain.setValueAtTime(this.echoFeedback, 0);
delay.delayTime.setValueAtTime(this.echoDelay, 0);
if (this.echoFilter)
{
filter.frequency.setTargetAtTime(this.echoFilter, 0, 0.01);
filter.frequency.setValueAtTime(this.echoFilter, 0);
}
// Create the delay feedback loop (with optional filtering)
@ -245,8 +245,8 @@ var FX = new Class({
var d2Volume = ctx.createGain();
// Set the volume to the `volumeValue`
d1Volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
d2Volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
d1Volume.gain.setValueAtTime(this.volumeValue, 0);
d2Volume.gain.setValueAtTime(this.volumeValue, 0);
// Connect the oscillators to the gain and destination nodes
d1.connect(d1Volume);
@ -261,8 +261,8 @@ var FX = new Class({
// Make the two oscillators play at frequencies above and below the main sound's frequency.
// Use whatever value was supplied by the `dissonance` argument
d1.frequency.setTargetAtTime(this.frequencyValue + this.dissonance, 0, 0.01);
d2.frequency.setTargetAtTime(this.frequencyValue - this.dissonance, 0, 0.01);
d1.frequency.setValueAtTime(this.frequencyValue + this.dissonance, 0);
d2.frequency.setValueAtTime(this.frequencyValue - this.dissonance, 0);
// Fade in / out, pitch bend and play the oscillators to match the main sound
if (this.attack > 0)