├── .editorconfig ├── .eslintignore ├── .eslintrc.js ├── .gitattributes ├── .github ├── CONTRIBUTING.md ├── ISSUE_TEMPLATE.md ├── PULL_REQUEST_TEMPLATE.md └── workflows │ ├── ci-cd.yml │ ├── commitlint.yml │ └── signature-assistant.yml ├── .gitignore ├── .husky ├── .gitattributes └── commit-msg ├── .npmignore ├── .nvmrc ├── CHANGELOG.md ├── CONTRIBUTING.md ├── LICENSE ├── README.md ├── TRADEMARK.txt ├── commitlint.config.js ├── package-lock.json ├── package.json ├── release.config.js ├── renovate.json5 ├── sound-files └── drums │ ├── BassDrum(1b)_22k.wav │ ├── Bongo_22k.wav │ ├── Cabasa(1)_22k.wav │ ├── Clap(1)_22k.wav │ ├── Claves(1)_22k.wav │ ├── Conga(1)_22k.wav │ ├── Cowbell(3)_22k.wav │ ├── Crash(2)_22k.wav │ ├── Cuica(2)_22k.wav │ ├── GuiroLong(1)_22k.wav │ ├── GuiroShort(1)_22k.wav │ ├── HiHatClosed(1)_22k.wav │ ├── HiHatOpen(2)_22k.wav │ ├── HiHatPedal(1)_22k.wav │ ├── Maracas(1)_22k.wav │ ├── SideStick(1)_22k.wav │ ├── SnareDrum(1)_22k.wav │ ├── Tambourine(3)_22k.wav │ ├── Tom(1)_22k.wav │ ├── Triangle(1)_22k.wav │ ├── Vibraslap(1)_22k.wav │ └── WoodBlock(1)_22k.wav ├── src ├── .eslintrc.js ├── ADPCMSoundDecoder.js ├── ArrayBufferStream.js ├── AudioEngine.js ├── Loudness.js ├── SoundBank.js ├── SoundPlayer.js ├── StartAudioContext.js ├── effects │ ├── Effect.js │ ├── EffectChain.js │ ├── PanEffect.js │ ├── PitchEffect.js │ └── VolumeEffect.js ├── index.js ├── log.js └── uid.js ├── test ├── AudioEngine.js ├── SoundPlayer.js ├── __mocks__ │ ├── AudioContext.js │ ├── AudioEngine.js │ ├── AudioNode.js │ ├── AudioParam.js │ └── AudioTarget.js └── effects │ └── EffectShape.js └── webpack.config.js /.editorconfig: -------------------------------------------------------------------------------- 1 | root = true 2 | 3 | [*] 4 | end_of_line = lf 5 | insert_final_newline = true 6 | charset = utf-8 7 | indent_size = 4 8 | trim_trailing_whitespace = true 9 | 10 | [*.{js,html}] 11 | indent_style = space 12 | -------------------------------------------------------------------------------- /.eslintignore: -------------------------------------------------------------------------------- 1 | node_modules/* 2 | dist.js 3 | -------------------------------------------------------------------------------- /.eslintrc.js: -------------------------------------------------------------------------------- 1 | module.exports = { 2 | extends: ['scratch', 'scratch/node'] 3 | }; 4 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Set the default behavior, in case people don't have core.autocrlf set. 2 | * text=auto 3 | 4 | # Explicitly specify line endings for as many files as possible. 5 | # People who (for example) rsync between Windows and Linux need this. 6 | 7 | # File types which we know are binary 8 | *.wav binary 9 | 10 | # Prefer LF for most file types 11 | *.js text eol=lf 12 | *.js.map text eol=lf 13 | *.json text eol=lf 14 | *.json5 text eol=lf 15 | *.md text eol=lf 16 | *.yml text eol=lf 17 | *.txt text eol=lf 18 | 19 | # Prefer LF for these files 20 | .editorconfig text eol=lf 21 | .eslintignore text eol=lf 22 | .eslintrc text eol=lf 23 | .gitattributes text eol=lf 24 | .gitignore text eol=lf 25 | .npmignore text eol=lf 26 | LICENSE text eol=lf 27 | 28 | # Use CRLF for Windows-specific file types 29 | -------------------------------------------------------------------------------- /.github/CONTRIBUTING.md: -------------------------------------------------------------------------------- 1 | ## Contributing 2 | The development of Scratch is an ongoing process, and we love to have people in the Scratch and open source communities help us along the way. 3 | 4 | ### Ways to Help 5 | 6 | * **Documenting bugs** 7 | * If you've identified a bug in Scratch you should first check to see if it's been filed as an issue, if not you can file one. Make sure you follow the issue template. 8 | * It's important that we can consistently reproduce issues. When writing an issue, be sure to follow our [reproduction step guidelines](https://github.com/LLK/scratch-gui/wiki/Writing-good-repro-steps). 9 | * Some issues are marked "Needs Repro". Adding a comment with good reproduction steps to those issues is a great way to help. 10 | * If you don't have an issue in mind already, you can look through the [Bugs & Glitches forum.](https://scratch.mit.edu/discuss/3/) Look for users reporting problems, reproduce the problem yourself, and file new issues following our guidelines. 11 | 12 | * **Fixing bugs** 13 | * You can request to fix a bug in a comment on the issue if you at mention the repo coordinator, who for this repo is @ericrosenbaum. 14 | * If the issue is marked "Help Wanted" you can go ahead and start working on it! 15 | * **We will only accept Pull Requests for bugs that have an issue filed that has a priority label** 16 | * If you're interested in fixing a bug with no issue, file the issue first and wait for it to have a priority added to it. 17 | 18 | * We are not looking for Pull Requests ("PR") for every issue and may deny a PR if it doesn't fit our criteria. 19 | * We are far more likely to accept a PR if it is for an issue marked with Help Wanted. 20 | * We will not accept PRs for issues marked with "Needs Discussion" or "Needs Design." 21 | * Wait until the Repo Coordinator assigns the issue to you before you begin work or submit a PR. 22 | 23 | ### Learning Git and Github 24 | 25 | If you want to work on fixing issues, you should be familiar with Git and Github. 26 | 27 | * [Learn Git branching](https://learngitbranching.js.org/) includes an introduction to basic git commands and useful branching features. 28 | * Here's a general introduction to [contributing to an open source project](https://egghead.io/courses/how-to-contribute-to-an-open-source-project-on-github). 29 | 30 | **Important:** we follow the [Github Flow process](https://guides.github.com/introduction/flow/) as our development process. 31 | 32 | ### How to Fix Bugs 33 | 1. Identify which Github issue you are working on. Leave a comment on the issue to let us (and other contributors) know you're working on it. 34 | 2. Make sure you have a fork of this repo (see [Github's forking a repo](https://help.github.com/en/github/getting-started-with-github/fork-a-repo) for details) 35 | 3. Switch to the `develop` branch, and pull down the latest changes from upstream 36 | 4. Run the code, and reproduce the problem 37 | 5. Create your branch from the `develop` branch 38 | 6. Make code changes to fix the problem 39 | 7. Run `npm test` to make sure that your changes pass our tests 40 | 8. Commit your changes 41 | 9. Push your branch to your fork 42 | 10. Create your pull request 43 | 1. Make sure to follow the template in the PR description 44 | 1. Remember to check the “[Allow edits from maintainers](https://help.github.com/en/github/collaborating-with-issues-and-pull-requests/allowing-changes-to-a-pull-request-branch-created-from-a-fork)” box 45 | 46 | When submitting pull requests keep in mind: 47 | * please be patient -- it can take a while to find time to review them 48 | * try to change the least amount of code necessary to fix the bug 49 | * the code can't be radically changed without significant coordination with the Scratch Team, so these types of changes should be avoided 50 | * if you find yourself changing a substantial amount of code or considering radical changes, please ask for clarification -- we may have envisioned a different approach, or underestimated the amount of effort 51 | 52 | ### Suggestions 53 | ![Block sketch](https://user-images.githubusercontent.com/3431616/77192550-1dcebe00-6ab3-11ea-9606-8ecd8500c958.png) 54 | 55 | Please note: **_we are unlikely to accept PRs with new features that haven't been thought through and discussed as a group_**. 56 | 57 | Why? Because we have a strong belief in the value of keeping things simple for new users. It's been said that the Scratch Team spends about one hour of design discussion for every pixel in Scratch. To learn more about our design philosophy, see [the Scratch Developers page](https://scratch.mit.edu/developers), or [this paper](http://web.media.mit.edu/~mres/papers/Scratch-CACM-final.pdf). 58 | 59 | We welcome suggestions! If you want to suggest a feature, please post in our [suggestions forum](https://scratch.mit.edu/discuss/1/). Your suggestion will be helped if you include a mockup design; this can be simple, even hand-drawn. 60 | 61 | ### Other resources 62 | Beyond this repo, there are also some other resources that you might want to take a look at: 63 | * [Community Guidelines](https://github.com/LLK/scratch-www/wiki/Community-Guidelines) (we find it important to maintain a constructive and welcoming community, just like on Scratch) 64 | * [Open Source forum](https://scratch.mit.edu/discuss/49/) on Scratch 65 | * [Suggestions forum](https://scratch.mit.edu/discuss/1/) on Scratch 66 | * [Bugs & Glitches forum](https://scratch.mit.edu/discuss/3/) on Scratch 67 | -------------------------------------------------------------------------------- /.github/ISSUE_TEMPLATE.md: -------------------------------------------------------------------------------- 1 | ### Expected behavior 2 | 3 | _Please describe what should happen_ 4 | 5 | ### Actual behavior 6 | 7 | _Describe what actually happens_ 8 | 9 | ### Steps to reproduce 10 | 11 | _Explain what someone needs to do in order to see what's described in *Actual behavior* above_ 12 | 13 | ### Operating system and browser 14 | 15 | _e.g. Mac OS 10.11.6 Safari 10.0_ 16 | -------------------------------------------------------------------------------- /.github/PULL_REQUEST_TEMPLATE.md: -------------------------------------------------------------------------------- 1 | ### Proposed changes 2 | 3 | _Describe what this Pull Request does_ 4 | 5 | ### Reason for changes 6 | 7 | _Explain why these changes should be made. Please include an issue # if applicable._ 8 | -------------------------------------------------------------------------------- /.github/workflows/ci-cd.yml: -------------------------------------------------------------------------------- 1 | # 2 | name: CI/CD 3 | 4 | on: 5 | workflow_dispatch: # Allows you to run this workflow manually from the Actions tab 6 | push: # Runs whenever a commit is pushed to the repository 7 | 8 | concurrency: 9 | group: "${{ github.workflow }} @ ${{ github.event.pull_request.head.label || github.head_ref || github.ref }}" 10 | cancel-in-progress: true 11 | 12 | permissions: 13 | contents: write # publish a GitHub release 14 | pages: write # deploy to GitHub Pages 15 | issues: write # comment on released issues 16 | pull-requests: write # comment on released pull requests 17 | 18 | jobs: 19 | ci-cd: 20 | runs-on: ubuntu-latest 21 | env: 22 | TRIGGER_DEPLOY: ${{ startsWith(github.ref, 'refs/heads/master') || startsWith(github.ref, 'refs/heads/hotfix') || startsWith(github.ref, 'refs/heads/develop') || startsWith(github.ref, 'refs/heads/beta') }} 23 | steps: 24 | - uses: actions/checkout@b4ffde65f46336ab88eb53be808477a3936bae11 # v4 25 | - uses: wagoid/commitlint-github-action@5ce82f5d814d4010519d15f0552aec4f17a1e1fe # v5 26 | if: github.event_name == 'pull_request' 27 | - uses: actions/setup-node@1a4442cacd436585916779262731d5b162bc6ec7 # v3 28 | with: 29 | cache: "npm" 30 | node-version-file: ".nvmrc" 31 | 32 | - name: Info 33 | run: | 34 | cat < 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU Affero General Public License is a free, copyleft license for 11 | software and other kinds of works, specifically designed to ensure 12 | cooperation with the community in the case of network server software. 13 | 14 | The licenses for most software and other practical works are designed 15 | to take away your freedom to share and change the works. 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Remote Network Interaction; Use with the GNU General Public License. 541 | 542 | Notwithstanding any other provision of this License, if you modify the 543 | Program, your modified version must prominently offer all users 544 | interacting with it remotely through a computer network (if your version 545 | supports such interaction) an opportunity to receive the Corresponding 546 | Source of your version by providing access to the Corresponding Source 547 | from a network server at no charge, through some standard or customary 548 | means of facilitating copying of software. This Corresponding Source 549 | shall include the Corresponding Source for any work covered by version 3 550 | of the GNU General Public License that is incorporated pursuant to the 551 | following paragraph. 552 | 553 | Notwithstanding any other provision of this License, you have 554 | permission to link or combine any covered work with a work licensed 555 | under version 3 of the GNU General Public License into a single 556 | combined work, and to convey the resulting work. The terms of this 557 | License will continue to apply to the part which is the covered work, 558 | but the work with which it is combined will remain governed by version 559 | 3 of the GNU General Public License. 560 | 561 | 14. Revised Versions of this License. 562 | 563 | The Free Software Foundation may publish revised and/or new versions of 564 | the GNU Affero General Public License from time to time. Such new versions 565 | will be similar in spirit to the present version, but may differ in detail to 566 | address new problems or concerns. 567 | 568 | Each version is given a distinguishing version number. If the 569 | Program specifies that a certain numbered version of the GNU Affero General 570 | Public License "or any later version" applies to it, you have the 571 | option of following the terms and conditions either of that numbered 572 | version or of any later version published by the Free Software 573 | Foundation. If the Program does not specify a version number of the 574 | GNU Affero General Public License, you may choose any version ever published 575 | by the Free Software Foundation. 576 | 577 | If the Program specifies that a proxy can decide which future 578 | versions of the GNU Affero General Public License can be used, that proxy's 579 | public statement of acceptance of a version permanently authorizes you 580 | to choose that version for the Program. 581 | 582 | Later license versions may give you additional or different 583 | permissions. However, no additional obligations are imposed on any 584 | author or copyright holder as a result of your choosing to follow a 585 | later version. 586 | 587 | 15. Disclaimer of Warranty. 588 | 589 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 590 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 591 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 592 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 593 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 594 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 595 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 596 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 597 | 598 | 16. Limitation of Liability. 599 | 600 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 601 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 602 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 603 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 604 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 605 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 606 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 607 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 608 | SUCH DAMAGES. 609 | 610 | 17. Interpretation of Sections 15 and 16. 611 | 612 | If the disclaimer of warranty and limitation of liability provided 613 | above cannot be given local legal effect according to their terms, 614 | reviewing courts shall apply local law that most closely approximates 615 | an absolute waiver of all civil liability in connection with the 616 | Program, unless a warranty or assumption of liability accompanies a 617 | copy of the Program in return for a fee. 618 | 619 | END OF TERMS AND CONDITIONS 620 | 621 | How to Apply These Terms to Your New Programs 622 | 623 | If you develop a new program, and you want it to be of the greatest 624 | possible use to the public, the best way to achieve this is to make it 625 | free software which everyone can redistribute and change under these terms. 626 | 627 | To do so, attach the following notices to the program. It is safest 628 | to attach them to the start of each source file to most effectively 629 | state the exclusion of warranty; and each file should have at least 630 | the "copyright" line and a pointer to where the full notice is found. 631 | 632 | 633 | Copyright (C) 634 | 635 | This program is free software: you can redistribute it and/or modify 636 | it under the terms of the GNU Affero General Public License as published 637 | by the Free Software Foundation, either version 3 of the License, or 638 | (at your option) any later version. 639 | 640 | This program is distributed in the hope that it will be useful, 641 | but WITHOUT ANY WARRANTY; without even the implied warranty of 642 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 643 | GNU Affero General Public License for more details. 644 | 645 | You should have received a copy of the GNU Affero General Public License 646 | along with this program. If not, see . 647 | 648 | Also add information on how to contact you by electronic and paper mail. 649 | 650 | If your software can interact with users remotely through a computer 651 | network, you should also make sure that it provides a way for users to 652 | get its source. For example, if your program is a web application, its 653 | interface could display a "Source" link that leads users to an archive 654 | of the code. There are many ways you could offer source, and different 655 | solutions will be better for different programs; see section 13 for the 656 | specific requirements. 657 | 658 | You should also get your employer (if you work as a programmer) or school, 659 | if any, to sign a "copyright disclaimer" for the program, if necessary. 660 | For more information on this, and how to apply and follow the GNU AGPL, see 661 | . 662 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # scratch-audio 2 | #### Scratch audio engine is for playing sounds, instruments and audio effects in Scratch 3.0 projects 3 | 4 | [![Greenkeeper badge](https://badges.greenkeeper.io/LLK/scratch-audio.svg)](https://greenkeeper.io/) 5 | 6 | #### Please note this project is at an early stage and we are not ready for pull requests 7 | 8 | [![CircleCI](https://circleci.com/gh/LLK/scratch-audio/tree/develop.svg?style=shield&circle-token=3792f4f51158c8c9b448527466ffe302b0c6f0f5)](https://circleci.com/gh/LLK/scratch-audio?branch=develop) 9 | 10 | ## Installation 11 | This requires you to have Git and Node.js installed. 12 | 13 | In your own node environment/application: 14 | ```bash 15 | npm install https://github.com/scratchfoundation/scratch-audio.git 16 | ``` 17 | If you want to edit/play yourself: 18 | ```bash 19 | git clone git@github.com:LLK/scratch-audio.git 20 | cd scratch-audio 21 | npm install 22 | ``` 23 | 24 | ## Testing 25 | ```bash 26 | npm test 27 | ``` 28 | 29 | ## Donate 30 | We provide [Scratch](https://scratch.mit.edu) free of charge, and want to keep it that way! Please consider making a [donation](https://secure.donationpay.org/scratchfoundation/) to support our continued engineering, design, community, and resource development efforts. Donations of any size are appreciated. Thank you! 31 | 32 | ## Committing 33 | 34 | This project uses [semantic release](https://github.com/semantic-release/semantic-release) to ensure version bumps 35 | follow semver so that projects depending on it don't break unexpectedly. 36 | 37 | In order to automatically determine version updates, semantic release expects commit messages to follow the 38 | [conventional-changelog](https://github.com/bcoe/conventional-changelog-standard/blob/master/convention.md) 39 | specification. 40 | 41 | You can use the [commitizen CLI](https://github.com/commitizen/cz-cli) to make commits formatted in this way: 42 | 43 | ```bash 44 | npm install -g commitizen@latest cz-conventional-changelog@latest 45 | ``` 46 | 47 | Now you're ready to make commits using `git cz`. 48 | -------------------------------------------------------------------------------- /TRADEMARK.txt: -------------------------------------------------------------------------------- 1 | The Scratch trademarks, including the Scratch name, logo, the Scratch Cat, Gobo, Pico, Nano, Tera and Giga graphics (the "Marks"), are property of the Massachusetts Institute of Technology (MIT). Marks may not be used to endorse or promote products derived from this software without specific prior written permission. 2 | -------------------------------------------------------------------------------- /commitlint.config.js: -------------------------------------------------------------------------------- 1 | module.exports = { 2 | extends: ['@commitlint/config-conventional'], 3 | ignores: [message => message.startsWith('chore(release):')] 4 | }; 5 | -------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "scratch-audio", 3 | "version": "2.0.155", 4 | "description": "audio engine for scratch 3.0", 5 | "main": "dist.js", 6 | "browser": "./src/index.js", 7 | "scripts": { 8 | "build": "webpack --bail", 9 | "lint": "eslint .", 10 | "prepare": "husky install", 11 | "tap": "tap test/effects/*.js test/*.js", 12 | "test": "npm run lint && npm run tap && npm run build", 13 | "watch": "webpack --watch" 14 | }, 15 | "repository": { 16 | "type": "git", 17 | "url": "git+https://github.com/scratchfoundation/scratch-audio.git" 18 | }, 19 | "author": "Massachusetts Institute of Technology", 20 | "license": "AGPL-3.0-only", 21 | "bugs": { 22 | "url": "https://github.com/scratchfoundation/scratch-audio/issues" 23 | }, 24 | "homepage": "https://github.com/scratchfoundation/scratch-audio#readme", 25 | "dependencies": { 26 | "audio-context": "^1.0.1", 27 | "minilog": "^3.0.1", 28 | "startaudiocontext": "^1.2.1" 29 | }, 30 | "devDependencies": { 31 | "@commitlint/cli": "18.6.1", 32 | "@commitlint/config-conventional": "18.6.3", 33 | "babel-core": "6.26.3", 34 | "babel-eslint": "10.1.0", 35 | "babel-loader": "7.1.5", 36 | "babel-preset-env": "1.7.0", 37 | "eslint": "8.57.1", 38 | "eslint-config-scratch": "9.0.9", 39 | "husky": "8.0.3", 40 | "json": "9.0.6", 41 | "scratch-semantic-release-config": "3.0.0", 42 | "semantic-release": "19.0.5", 43 | "tap": "12.7.0", 44 | "web-audio-test-api": "0.5.2", 45 | "webpack": "4.47.0", 46 | "webpack-cli": "3.3.12" 47 | }, 48 | "config": { 49 | "commitizen": { 50 | "path": "cz-conventional-changelog" 51 | } 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /release.config.js: -------------------------------------------------------------------------------- 1 | module.exports = { 2 | extends: 'scratch-semantic-release-config', 3 | branches: [ 4 | { 5 | name: 'develop' 6 | // default channel 7 | }, 8 | { 9 | name: 'hotfix/*', 10 | channel: 'hotfix', 11 | prerelease: 'hotfix' 12 | } 13 | ] 14 | }; 15 | -------------------------------------------------------------------------------- /renovate.json5: -------------------------------------------------------------------------------- 1 | { 2 | "$schema": "https://docs.renovatebot.com/renovate-schema.json", 3 | 4 | "extends": [ 5 | "github>scratchfoundation/scratch-renovate-config:js-lib-bundled" 6 | ] 7 | } 8 | -------------------------------------------------------------------------------- /sound-files/drums/BassDrum(1b)_22k.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/scratchfoundation/scratch-audio/9161bd036f8abe9f550d9cbf88f653a6d6289e73/sound-files/drums/BassDrum(1b)_22k.wav -------------------------------------------------------------------------------- /sound-files/drums/Bongo_22k.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/scratchfoundation/scratch-audio/9161bd036f8abe9f550d9cbf88f653a6d6289e73/sound-files/drums/Bongo_22k.wav -------------------------------------------------------------------------------- /sound-files/drums/Cabasa(1)_22k.wav: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /src/.eslintrc.js: -------------------------------------------------------------------------------- 1 | module.exports = { 2 | root: true, 3 | extends: ['scratch', 'scratch/es6'], 4 | env: {browser: true} 5 | }; 6 | -------------------------------------------------------------------------------- /src/ADPCMSoundDecoder.js: -------------------------------------------------------------------------------- 1 | const ArrayBufferStream = require('./ArrayBufferStream'); 2 | const log = require('./log'); 3 | 4 | /** 5 | * Data used by the decompression algorithm 6 | * @type {Array} 7 | */ 8 | const STEP_TABLE = [ 9 | 7, 8, 9, 10, 11, 12, 13, 14, 16, 17, 19, 21, 23, 25, 28, 31, 34, 37, 41, 45, 10 | 50, 55, 60, 66, 73, 80, 88, 97, 107, 118, 130, 143, 157, 173, 190, 209, 230, 11 | 253, 279, 307, 337, 371, 408, 449, 494, 544, 598, 658, 724, 796, 876, 963, 12 | 1060, 1166, 1282, 1411, 1552, 1707, 1878, 2066, 2272, 2499, 2749, 3024, 3327, 13 | 3660, 4026, 4428, 4871, 5358, 5894, 6484, 7132, 7845, 8630, 9493, 10442, 11487, 14 | 12635, 13899, 15289, 16818, 18500, 20350, 22385, 24623, 27086, 29794, 32767 15 | ]; 16 | 17 | /** 18 | * Data used by the decompression algorithm 19 | * @type {Array} 20 | */ 21 | const INDEX_TABLE = [ 22 | -1, -1, -1, -1, 2, 4, 6, 8, 23 | -1, -1, -1, -1, 2, 4, 6, 8 24 | ]; 25 | 26 | let _deltaTable = null; 27 | 28 | /** 29 | * Build a table of deltas from the 89 possible steps and 16 codes. 30 | * @return {Array} computed delta values 31 | */ 32 | const deltaTable = function () { 33 | if (_deltaTable === null) { 34 | const NUM_STEPS = STEP_TABLE.length; 35 | const NUM_INDICES = INDEX_TABLE.length; 36 | _deltaTable = new Array(NUM_STEPS * NUM_INDICES).fill(0); 37 | let i = 0; 38 | 39 | for (let index = 0; index < NUM_STEPS; index++) { 40 | for (let code = 0; code < NUM_INDICES; code++) { 41 | const step = STEP_TABLE[index]; 42 | 43 | let delta = 0; 44 | if (code & 4) delta += step; 45 | if (code & 2) delta += step >> 1; 46 | if (code & 1) delta += step >> 2; 47 | delta += step >> 3; 48 | _deltaTable[i++] = (code & 8) ? -delta : delta; 49 | } 50 | } 51 | } 52 | 53 | return _deltaTable; 54 | }; 55 | 56 | /** 57 | * Decode wav audio files that have been compressed with the ADPCM format. 58 | * This is necessary because, while web browsers have native decoders for many audio 59 | * formats, ADPCM is a non-standard format used by Scratch since its early days. 60 | * This decoder is based on code from Scratch-Flash: 61 | * https://github.com/LLK/scratch-flash/blob/master/src/sound/WAVFile.as 62 | */ 63 | class ADPCMSoundDecoder { 64 | /** 65 | * @param {AudioContext} audioContext - a webAudio context 66 | * @constructor 67 | */ 68 | constructor (audioContext) { 69 | this.audioContext = audioContext; 70 | } 71 | 72 | /** 73 | * Data used by the decompression algorithm 74 | * @type {Array} 75 | */ 76 | static get STEP_TABLE () { 77 | return STEP_TABLE; 78 | } 79 | 80 | /** 81 | * Data used by the decompression algorithm 82 | * @type {Array} 83 | */ 84 | static get INDEX_TABLE () { 85 | return INDEX_TABLE; 86 | } 87 | 88 | /** 89 | * Decode an ADPCM sound stored in an ArrayBuffer and return a promise 90 | * with the decoded audio buffer. 91 | * @param {ArrayBuffer} audioData - containing ADPCM encoded wav audio 92 | * @return {Promise.} the decoded audio buffer 93 | */ 94 | decode (audioData) { 95 | 96 | return new Promise((resolve, reject) => { 97 | const stream = new ArrayBufferStream(audioData); 98 | 99 | const riffStr = stream.readUint8String(4); 100 | if (riffStr !== 'RIFF') { 101 | log.warn('incorrect adpcm wav header'); 102 | reject(new Error('incorrect adpcm wav header')); 103 | } 104 | 105 | const lengthInHeader = stream.readInt32(); 106 | if ((lengthInHeader + 8) !== audioData.byteLength) { 107 | log.warn(`adpcm wav length in header: ${lengthInHeader} is incorrect`); 108 | } 109 | 110 | const wavStr = stream.readUint8String(4); 111 | if (wavStr !== 'WAVE') { 112 | log.warn('incorrect adpcm wav header'); 113 | reject(new Error('incorrect adpcm wav header')); 114 | } 115 | 116 | const formatChunk = this.extractChunk('fmt ', stream); 117 | this.encoding = formatChunk.readUint16(); 118 | this.channels = formatChunk.readUint16(); 119 | this.samplesPerSecond = formatChunk.readUint32(); 120 | this.bytesPerSecond = formatChunk.readUint32(); 121 | this.blockAlignment = formatChunk.readUint16(); 122 | this.bitsPerSample = formatChunk.readUint16(); 123 | formatChunk.position += 2; // skip extra header byte count 124 | this.samplesPerBlock = formatChunk.readUint16(); 125 | this.adpcmBlockSize = ((this.samplesPerBlock - 1) / 2) + 4; // block size in bytes 126 | 127 | const compressedData = this.extractChunk('data', stream); 128 | const sampleCount = this.numberOfSamples(compressedData, this.adpcmBlockSize); 129 | 130 | const buffer = this.audioContext.createBuffer(1, sampleCount, this.samplesPerSecond); 131 | this.imaDecompress(compressedData, this.adpcmBlockSize, buffer.getChannelData(0)); 132 | 133 | resolve(buffer); 134 | }); 135 | } 136 | 137 | /** 138 | * Extract a chunk of audio data from the stream, consisting of a set of audio data bytes 139 | * @param {string} chunkType - the type of chunk to extract. 'data' or 'fmt' (format) 140 | * @param {ArrayBufferStream} stream - an stream containing the audio data 141 | * @return {ArrayBufferStream} a stream containing the desired chunk 142 | */ 143 | extractChunk (chunkType, stream) { 144 | stream.position = 12; 145 | while (stream.position < (stream.getLength() - 8)) { 146 | const typeStr = stream.readUint8String(4); 147 | const chunkSize = stream.readInt32(); 148 | if (typeStr === chunkType) { 149 | const chunk = stream.extract(chunkSize); 150 | return chunk; 151 | } 152 | stream.position += chunkSize; 153 | 154 | } 155 | } 156 | 157 | /** 158 | * Count the exact number of samples in the compressed data. 159 | * @param {ArrayBufferStream} compressedData - the compressed data 160 | * @param {number} blockSize - size of each block in the data in bytes 161 | * @return {number} number of samples in the compressed data 162 | */ 163 | numberOfSamples (compressedData, blockSize) { 164 | if (!compressedData) return 0; 165 | 166 | compressedData.position = 0; 167 | 168 | const available = compressedData.getBytesAvailable(); 169 | const blocks = (available / blockSize) | 0; 170 | // Number of samples in full blocks. 171 | const fullBlocks = (blocks * (2 * (blockSize - 4))) + 1; 172 | // Number of samples in the last incomplete block. 0 if the last block 173 | // is full. 174 | const subBlock = Math.max((available % blockSize) - 4, 0) * 2; 175 | // 1 if the last block is incomplete. 0 if it is complete. 176 | const incompleteBlock = Math.min(available % blockSize, 1); 177 | return fullBlocks + subBlock + incompleteBlock; 178 | } 179 | 180 | /** 181 | * Decompress sample data using the IMA ADPCM algorithm. 182 | * Note: Handles only one channel, 4-bits per sample. 183 | * @param {ArrayBufferStream} compressedData - a stream of compressed audio samples 184 | * @param {number} blockSize - the number of bytes in the stream 185 | * @param {Float32Array} out - the uncompressed audio samples 186 | */ 187 | imaDecompress (compressedData, blockSize, out) { 188 | let sample; 189 | let code; 190 | let delta; 191 | let index = 0; 192 | let lastByte = -1; // -1 indicates that there is no saved lastByte 193 | 194 | // Bail and return no samples if we have no data 195 | if (!compressedData) return; 196 | 197 | compressedData.position = 0; 198 | 199 | const size = out.length; 200 | const samplesAfterBlockHeader = (blockSize - 4) * 2; 201 | 202 | const DELTA_TABLE = deltaTable(); 203 | 204 | let i = 0; 205 | while (i < size) { 206 | // read block header 207 | sample = compressedData.readInt16(); 208 | index = compressedData.readUint8(); 209 | compressedData.position++; // skip extra header byte 210 | if (index > 88) index = 88; 211 | out[i++] = sample / 32768; 212 | 213 | const blockLength = Math.min(samplesAfterBlockHeader, size - i); 214 | const blockStart = i; 215 | while (i - blockStart < blockLength) { 216 | // read 4-bit code and compute delta from previous sample 217 | lastByte = compressedData.readUint8(); 218 | code = lastByte & 0xF; 219 | delta = DELTA_TABLE[(index * 16) + code]; 220 | // compute next index 221 | index += INDEX_TABLE[code]; 222 | if (index > 88) index = 88; 223 | else if (index < 0) index = 0; 224 | // compute and output sample 225 | sample += delta; 226 | if (sample > 32767) sample = 32767; 227 | else if (sample < -32768) sample = -32768; 228 | out[i++] = sample / 32768; 229 | 230 | // use 4-bit code from lastByte and compute delta from previous 231 | // sample 232 | code = (lastByte >> 4) & 0xF; 233 | delta = DELTA_TABLE[(index * 16) + code]; 234 | // compute next index 235 | index += INDEX_TABLE[code]; 236 | if (index > 88) index = 88; 237 | else if (index < 0) index = 0; 238 | // compute and output sample 239 | sample += delta; 240 | if (sample > 32767) sample = 32767; 241 | else if (sample < -32768) sample = -32768; 242 | out[i++] = sample / 32768; 243 | } 244 | } 245 | } 246 | } 247 | 248 | module.exports = ADPCMSoundDecoder; 249 | -------------------------------------------------------------------------------- /src/ArrayBufferStream.js: -------------------------------------------------------------------------------- 1 | class ArrayBufferStream { 2 | /** 3 | * ArrayBufferStream wraps the built-in javascript ArrayBuffer, adding the ability to access 4 | * data in it like a stream, tracking its position. 5 | * You can request to read a value from the front of the array, and it will keep track of the position 6 | * within the byte array, so that successive reads are consecutive. 7 | * The available types to read include: 8 | * Uint8, Uint8String, Int16, Uint16, Int32, Uint32 9 | * @param {ArrayBuffer} arrayBuffer - array to use as a stream 10 | * @param {number} start - the start position in the raw buffer. position 11 | * will be relative to the start value. 12 | * @param {number} end - the end position in the raw buffer. length and 13 | * bytes available will be relative to the end value. 14 | * @param {ArrayBufferStream} parent - if passed reuses the parent's 15 | * internal objects 16 | * @constructor 17 | */ 18 | constructor ( 19 | arrayBuffer, start = 0, end = arrayBuffer.byteLength, 20 | { 21 | _uint8View = new Uint8Array(arrayBuffer) 22 | } = {} 23 | ) { 24 | /** 25 | * Raw data buffer for stream to read. 26 | * @type {ArrayBufferStream} 27 | */ 28 | this.arrayBuffer = arrayBuffer; 29 | 30 | /** 31 | * Start position in arrayBuffer. Read values are relative to the start 32 | * in the arrayBuffer. 33 | * @type {number} 34 | */ 35 | this.start = start; 36 | 37 | /** 38 | * End position in arrayBuffer. Length and bytes available are relative 39 | * to the start, end, and _position in the arrayBuffer; 40 | * @type {number}; 41 | */ 42 | this.end = end; 43 | 44 | /** 45 | * Cached Uint8Array view of the arrayBuffer. Heavily used for reading 46 | * Uint8 values and Strings from the stream. 47 | * @type {Uint8Array} 48 | */ 49 | this._uint8View = _uint8View; 50 | 51 | /** 52 | * Raw position in the arrayBuffer relative to the beginning of the 53 | * arrayBuffer. 54 | * @type {number} 55 | */ 56 | this._position = start; 57 | } 58 | 59 | /** 60 | * Return a new ArrayBufferStream that is a slice of the existing one 61 | * @param {number} length - the number of bytes of extract 62 | * @return {ArrayBufferStream} the extracted stream 63 | */ 64 | extract (length) { 65 | return new ArrayBufferStream(this.arrayBuffer, this._position, this._position + length, this); 66 | } 67 | 68 | /** 69 | * @return {number} the length of the stream in bytes 70 | */ 71 | getLength () { 72 | return this.end - this.start; 73 | } 74 | 75 | /** 76 | * @return {number} the number of bytes available after the current position in the stream 77 | */ 78 | getBytesAvailable () { 79 | return this.end - this._position; 80 | } 81 | 82 | /** 83 | * Position relative to the start value in the arrayBuffer of this 84 | * ArrayBufferStream. 85 | * @type {number} 86 | */ 87 | get position () { 88 | return this._position - this.start; 89 | } 90 | 91 | /** 92 | * Set the position to read from in the arrayBuffer. 93 | * @type {number} 94 | * @param {number} value - new value to set position to 95 | */ 96 | set position (value) { 97 | this._position = value + this.start; 98 | } 99 | 100 | /** 101 | * Read an unsigned 8 bit integer from the stream 102 | * @return {number} the next 8 bit integer in the stream 103 | */ 104 | readUint8 () { 105 | const val = this._uint8View[this._position]; 106 | this._position += 1; 107 | return val; 108 | } 109 | 110 | /** 111 | * Read a sequence of bytes of the given length and convert to a string. 112 | * This is a convenience method for use with short strings. 113 | * @param {number} length - the number of bytes to convert 114 | * @return {string} a String made by concatenating the chars in the input 115 | */ 116 | readUint8String (length) { 117 | const arr = this._uint8View; 118 | let str = ''; 119 | const end = this._position + length; 120 | for (let i = this._position; i < end; i++) { 121 | str += String.fromCharCode(arr[i]); 122 | } 123 | this._position += length; 124 | return str; 125 | } 126 | 127 | /** 128 | * Read a 16 bit integer from the stream 129 | * @return {number} the next 16 bit integer in the stream 130 | */ 131 | readInt16 () { 132 | const val = new Int16Array(this.arrayBuffer, this._position, 1)[0]; 133 | this._position += 2; // one 16 bit int is 2 bytes 134 | return val; 135 | } 136 | 137 | /** 138 | * Read an unsigned 16 bit integer from the stream 139 | * @return {number} the next unsigned 16 bit integer in the stream 140 | */ 141 | readUint16 () { 142 | const val = new Uint16Array(this.arrayBuffer, this._position, 1)[0]; 143 | this._position += 2; // one 16 bit int is 2 bytes 144 | return val; 145 | } 146 | 147 | /** 148 | * Read a 32 bit integer from the stream 149 | * @return {number} the next 32 bit integer in the stream 150 | */ 151 | readInt32 () { 152 | let val; 153 | if (this._position % 4 === 0) { 154 | val = new Int32Array(this.arrayBuffer, this._position, 1)[0]; 155 | } else { 156 | // Cannot read Int32 directly out because offset is not multiple of 4 157 | // Need to slice out the values first 158 | val = new Int32Array( 159 | this.arrayBuffer.slice(this._position, this._position + 4) 160 | )[0]; 161 | } 162 | this._position += 4; // one 32 bit int is 4 bytes 163 | return val; 164 | } 165 | 166 | /** 167 | * Read an unsigned 32 bit integer from the stream 168 | * @return {number} the next unsigned 32 bit integer in the stream 169 | */ 170 | readUint32 () { 171 | const val = new Uint32Array(this.arrayBuffer, this._position, 1)[0]; 172 | this._position += 4; // one 32 bit int is 4 bytes 173 | return val; 174 | } 175 | } 176 | 177 | module.exports = ArrayBufferStream; 178 | -------------------------------------------------------------------------------- /src/AudioEngine.js: -------------------------------------------------------------------------------- 1 | const StartAudioContext = require('./StartAudioContext'); 2 | const AudioContext = require('audio-context'); 3 | 4 | const log = require('./log'); 5 | const uid = require('./uid'); 6 | 7 | const ADPCMSoundDecoder = require('./ADPCMSoundDecoder'); 8 | const Loudness = require('./Loudness'); 9 | const SoundPlayer = require('./SoundPlayer'); 10 | 11 | const EffectChain = require('./effects/EffectChain'); 12 | const PanEffect = require('./effects/PanEffect'); 13 | const PitchEffect = require('./effects/PitchEffect'); 14 | const VolumeEffect = require('./effects/VolumeEffect'); 15 | 16 | const SoundBank = require('./SoundBank'); 17 | 18 | /** 19 | * Wrapper to ensure that audioContext.decodeAudioData is a promise 20 | * @param {object} audioContext The current AudioContext 21 | * @param {ArrayBuffer} buffer Audio data buffer to decode 22 | * @return {Promise} A promise that resolves to the decoded audio 23 | */ 24 | const decodeAudioData = function (audioContext, buffer) { 25 | // Check for newer promise-based API 26 | if (audioContext.decodeAudioData.length === 1) { 27 | return audioContext.decodeAudioData(buffer); 28 | } 29 | // Fall back to callback API 30 | return new Promise((resolve, reject) => { 31 | audioContext.decodeAudioData(buffer, 32 | decodedAudio => resolve(decodedAudio), 33 | error => reject(error) 34 | ); 35 | }); 36 | }; 37 | 38 | /** 39 | * There is a single instance of the AudioEngine. It handles global audio 40 | * properties and effects, loads all the audio buffers for sounds belonging to 41 | * sprites. 42 | */ 43 | class AudioEngine { 44 | constructor (audioContext = new AudioContext()) { 45 | /** 46 | * AudioContext to play and manipulate sounds with a graph of source 47 | * and effect nodes. 48 | * @type {AudioContext} 49 | */ 50 | this.audioContext = audioContext; 51 | StartAudioContext(this.audioContext); 52 | 53 | /** 54 | * Master GainNode that all sounds plays through. Changing this node 55 | * will change the volume for all sounds. 56 | * @type {GainNode} 57 | */ 58 | this.inputNode = this.audioContext.createGain(); 59 | this.inputNode.connect(this.audioContext.destination); 60 | 61 | /** 62 | * a map of soundIds to audio buffers, holding sounds for all sprites 63 | * @type {Object} 64 | */ 65 | this.audioBuffers = {}; 66 | 67 | /** 68 | * A Loudness detector. 69 | * @type {Loudness} 70 | */ 71 | this.loudness = null; 72 | 73 | /** 74 | * Array of effects applied in order, left to right, 75 | * Left is closest to input, Right is closest to output 76 | */ 77 | this.effects = [PanEffect, PitchEffect, VolumeEffect]; 78 | } 79 | 80 | /** 81 | * Current time in the AudioEngine. 82 | * @type {number} 83 | */ 84 | get currentTime () { 85 | return this.audioContext.currentTime; 86 | } 87 | 88 | /** 89 | * Names of the audio effects. 90 | * @enum {string} 91 | */ 92 | get EFFECT_NAMES () { 93 | return { 94 | pitch: 'pitch', 95 | pan: 'pan' 96 | }; 97 | } 98 | 99 | /** 100 | * A short duration to transition audio prarameters. 101 | * 102 | * Used as a time constant for exponential transitions. A general value 103 | * must be large enough that it does not cute off lower frequency, or bass, 104 | * sounds. Human hearing lower limit is ~20Hz making a safe value 25 105 | * milliseconds or 0.025 seconds, where half of a 20Hz wave will play along 106 | * with the DECAY. Higher frequencies will play multiple waves during the 107 | * same amount of time and avoid clipping. 108 | * 109 | * @see {@link https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/setTargetAtTime} 110 | * @const {number} 111 | */ 112 | get DECAY_DURATION () { 113 | return 0.025; 114 | } 115 | 116 | /** 117 | * Some environments cannot smoothly change parameters immediately, provide 118 | * a small delay before decaying. 119 | * 120 | * @see {@link https://bugzilla.mozilla.org/show_bug.cgi?id=1228207} 121 | * @const {number} 122 | */ 123 | get DECAY_WAIT () { 124 | return 0.05; 125 | } 126 | 127 | /** 128 | * Get the input node. 129 | * @return {AudioNode} - audio node that is the input for this effect 130 | */ 131 | getInputNode () { 132 | return this.inputNode; 133 | } 134 | 135 | /** 136 | * Decode a sound, decompressing it into audio samples. 137 | * @param {object} sound - an object containing audio data and metadata for 138 | * a sound 139 | * @param {Buffer} sound.data - sound data loaded from scratch-storage 140 | * @returns {?Promise} - a promise which will resolve to the sound id and 141 | * buffer if decoded 142 | */ 143 | _decodeSound (sound) { 144 | // Make a copy of the buffer because decoding detaches the original 145 | // buffer 146 | const bufferCopy1 = sound.data.buffer.slice(0); 147 | 148 | // todo: multiple decodings of the same buffer create duplicate decoded 149 | // copies in audioBuffers. Create a hash id of the buffer or deprecate 150 | // audioBuffers to avoid memory issues for large audio buffers. 151 | const soundId = uid(); 152 | 153 | // Attempt to decode the sound using the browser's native audio data 154 | // decoder If that fails, attempt to decode as ADPCM 155 | const decoding = decodeAudioData(this.audioContext, bufferCopy1) 156 | .catch(() => { 157 | // If the file is empty, create an empty sound 158 | if (sound.data.length === 0) { 159 | return this._emptySound(); 160 | } 161 | 162 | // The audio context failed to parse the sound data 163 | // we gave it, so try to decode as 'adpcm' 164 | 165 | // First we need to create another copy of our original data 166 | const bufferCopy2 = sound.data.buffer.slice(0); 167 | // Try decoding as adpcm 168 | return new ADPCMSoundDecoder(this.audioContext).decode(bufferCopy2) 169 | .catch(() => this._emptySound()); 170 | }) 171 | .then( 172 | buffer => ([soundId, buffer]), 173 | error => { 174 | log.warn('audio data could not be decoded', error); 175 | } 176 | ); 177 | 178 | return decoding; 179 | } 180 | 181 | /** 182 | * An empty sound buffer, for use when we are unable to decode a sound file. 183 | * @returns {AudioBuffer} - an empty audio buffer. 184 | */ 185 | _emptySound () { 186 | return this.audioContext.createBuffer(1, 1, this.audioContext.sampleRate); 187 | } 188 | 189 | /** 190 | * Decode a sound, decompressing it into audio samples. 191 | * 192 | * Store a reference to it the sound in the audioBuffers dictionary, 193 | * indexed by soundId. 194 | * 195 | * @param {object} sound - an object containing audio data and metadata for 196 | * a sound 197 | * @param {Buffer} sound.data - sound data loaded from scratch-storage 198 | * @returns {?Promise} - a promise which will resolve to the sound id 199 | */ 200 | decodeSound (sound) { 201 | return this._decodeSound(sound) 202 | .then(([id, buffer]) => { 203 | this.audioBuffers[id] = buffer; 204 | return id; 205 | }); 206 | } 207 | 208 | /** 209 | * Decode a sound, decompressing it into audio samples. 210 | * 211 | * Create a SoundPlayer instance that can be used to play the sound and 212 | * stop and fade out playback. 213 | * 214 | * @param {object} sound - an object containing audio data and metadata for 215 | * a sound 216 | * @param {Buffer} sound.data - sound data loaded from scratch-storage 217 | * @returns {?Promise} - a promise which will resolve to the buffer 218 | */ 219 | decodeSoundPlayer (sound) { 220 | return this._decodeSound(sound) 221 | .then(([id, buffer]) => new SoundPlayer(this, {id, buffer})); 222 | } 223 | 224 | /** 225 | * Get the current loudness of sound received by the microphone. 226 | * Sound is measured in RMS and smoothed. 227 | * @return {number} loudness scaled 0 to 100 228 | */ 229 | getLoudness () { 230 | // The microphone has not been set up, so try to connect to it 231 | if (!this.loudness) { 232 | this.loudness = new Loudness(this.audioContext); 233 | } 234 | 235 | return this.loudness.getLoudness(); 236 | } 237 | 238 | /** 239 | * Create an effect chain. 240 | * @returns {EffectChain} chain of effects defined by this AudioEngine 241 | */ 242 | createEffectChain () { 243 | const effects = new EffectChain(this, this.effects); 244 | effects.connect(this); 245 | return effects; 246 | } 247 | 248 | /** 249 | * Create a sound bank and effect chain. 250 | * @returns {SoundBank} a sound bank configured with an effect chain 251 | * defined by this AudioEngine 252 | */ 253 | createBank () { 254 | return new SoundBank(this, this.createEffectChain()); 255 | } 256 | } 257 | 258 | module.exports = AudioEngine; 259 | -------------------------------------------------------------------------------- /src/Loudness.js: -------------------------------------------------------------------------------- 1 | const log = require('./log'); 2 | 3 | class Loudness { 4 | /** 5 | * Instrument and detect a loudness value from a local microphone. 6 | * @param {AudioContext} audioContext - context to create nodes from for 7 | * detecting loudness 8 | * @constructor 9 | */ 10 | constructor (audioContext) { 11 | /** 12 | * AudioContext the mic will connect to and provide analysis of 13 | * @type {AudioContext} 14 | */ 15 | this.audioContext = audioContext; 16 | 17 | /** 18 | * Are we connecting to the mic yet? 19 | * @type {Boolean} 20 | */ 21 | this.connectingToMic = false; 22 | 23 | /** 24 | * microphone, for measuring loudness, with a level meter analyzer 25 | * @type {MediaStreamSourceNode} 26 | */ 27 | this.mic = null; 28 | } 29 | 30 | /** 31 | * Get the current loudness of sound received by the microphone. 32 | * Sound is measured in RMS and smoothed. 33 | * Some code adapted from Tone.js: https://github.com/Tonejs/Tone.js 34 | * @return {number} loudness scaled 0 to 100 35 | */ 36 | getLoudness () { 37 | // The microphone has not been set up, so try to connect to it 38 | if (!this.mic && !this.connectingToMic) { 39 | this.connectingToMic = true; // prevent multiple connection attempts 40 | navigator.mediaDevices.getUserMedia({audio: true}).then(stream => { 41 | this.audioStream = stream; 42 | this.mic = this.audioContext.createMediaStreamSource(stream); 43 | this.analyser = this.audioContext.createAnalyser(); 44 | this.mic.connect(this.analyser); 45 | this.micDataArray = new Float32Array(this.analyser.fftSize); 46 | }) 47 | .catch(err => { 48 | log.warn(err); 49 | }); 50 | } 51 | 52 | // If the microphone is set up and active, measure the loudness 53 | if (this.mic && this.audioStream.active) { 54 | this.analyser.getFloatTimeDomainData(this.micDataArray); 55 | let sum = 0; 56 | // compute the RMS of the sound 57 | for (let i = 0; i < this.micDataArray.length; i++){ 58 | sum += Math.pow(this.micDataArray[i], 2); 59 | } 60 | let rms = Math.sqrt(sum / this.micDataArray.length); 61 | // smooth the value, if it is descending 62 | if (this._lastValue) { 63 | rms = Math.max(rms, this._lastValue * 0.6); 64 | } 65 | this._lastValue = rms; 66 | 67 | // Scale the measurement so it's more sensitive to quieter sounds 68 | rms *= 1.63; 69 | rms = Math.sqrt(rms); 70 | // Scale it up to 0-100 and round 71 | rms = Math.round(rms * 100); 72 | // Prevent it from going above 100 73 | rms = Math.min(rms, 100); 74 | return rms; 75 | } 76 | 77 | // if there is no microphone input, return -1 78 | return -1; 79 | } 80 | } 81 | 82 | module.exports = Loudness; 83 | -------------------------------------------------------------------------------- /src/SoundBank.js: -------------------------------------------------------------------------------- 1 | const log = require('./log'); 2 | 3 | /** 4 | * A symbol indicating all targets are to be effected. 5 | * @const {string} 6 | */ 7 | const ALL_TARGETS = '*'; 8 | 9 | class SoundBank { 10 | /** 11 | * A bank of sounds that can be played. 12 | * @constructor 13 | * @param {AudioEngine} audioEngine - related AudioEngine 14 | * @param {EffectChain} effectChainPrime - original EffectChain cloned for 15 | * playing sounds 16 | */ 17 | constructor (audioEngine, effectChainPrime) { 18 | /** 19 | * AudioEngine this SoundBank is related to. 20 | * @type {AudioEngine} 21 | */ 22 | this.audioEngine = audioEngine; 23 | 24 | /** 25 | * Map of ids to soundPlayers. 26 | * @type {object} 27 | */ 28 | this.soundPlayers = {}; 29 | 30 | /** 31 | * Map of targets by sound id. 32 | * @type {Map} 33 | */ 34 | this.playerTargets = new Map(); 35 | 36 | /** 37 | * Map of effect chains by sound id. 38 | * @type {Map { 115 | if (playerTarget === target) { 116 | this.getSoundEffects(key).setEffectsFromTarget(target); 117 | } 118 | }); 119 | } 120 | 121 | /** 122 | * Stop playback of sound by id if was lasted played by the target. 123 | * @param {Target} target - target to check if it last played the sound 124 | * @param {string} soundId - id of the sound to stop 125 | */ 126 | stop (target, soundId) { 127 | if (this.playerTargets.get(soundId) === target) { 128 | this.soundPlayers[soundId].stop(); 129 | } 130 | } 131 | 132 | /** 133 | * Stop all sounds for all targets or a specific target. 134 | * @param {Target|string} target - a symbol for all targets or the target 135 | * to stop sounds for 136 | */ 137 | stopAllSounds (target = ALL_TARGETS) { 138 | this.playerTargets.forEach((playerTarget, key) => { 139 | if (target === ALL_TARGETS || playerTarget === target) { 140 | this.getSoundPlayer(key).stop(); 141 | } 142 | }); 143 | } 144 | 145 | /** 146 | * Dispose of all EffectChains and SoundPlayers. 147 | */ 148 | dispose () { 149 | this.playerTargets.clear(); 150 | this.soundEffects.forEach(effects => effects.dispose()); 151 | this.soundEffects.clear(); 152 | for (const soundId in this.soundPlayers) { 153 | if (Object.prototype.hasOwnProperty.call(this.soundPlayers, soundId)) { 154 | this.soundPlayers[soundId].dispose(); 155 | } 156 | } 157 | this.soundPlayers = {}; 158 | } 159 | 160 | } 161 | 162 | module.exports = SoundBank; 163 | -------------------------------------------------------------------------------- /src/SoundPlayer.js: -------------------------------------------------------------------------------- 1 | const {EventEmitter} = require('events'); 2 | 3 | const VolumeEffect = require('./effects/VolumeEffect'); 4 | 5 | /** 6 | * Name of event that indicates playback has ended. 7 | * @const {string} 8 | */ 9 | const ON_ENDED = 'ended'; 10 | 11 | class SoundPlayer extends EventEmitter { 12 | /** 13 | * Play sounds that stop without audible clipping. 14 | * 15 | * @param {AudioEngine} audioEngine - engine to play sounds on 16 | * @param {object} data - required data for sound playback 17 | * @param {string} data.id - a unique id for this sound 18 | * @param {ArrayBuffer} data.buffer - buffer of the sound's waveform to play 19 | * @constructor 20 | */ 21 | constructor (audioEngine, {id, buffer}) { 22 | super(); 23 | 24 | /** 25 | * Unique sound identifier set by AudioEngine. 26 | * @type {string} 27 | */ 28 | this.id = id; 29 | 30 | /** 31 | * AudioEngine creating this sound player. 32 | * @type {AudioEngine} 33 | */ 34 | this.audioEngine = audioEngine; 35 | 36 | /** 37 | * Decoded audio buffer from audio engine for playback. 38 | * @type {AudioBuffer} 39 | */ 40 | this.buffer = buffer; 41 | 42 | /** 43 | * Output audio node. 44 | * @type {AudioNode} 45 | */ 46 | this.outputNode = null; 47 | 48 | /** 49 | * VolumeEffect used to fade out playing sounds when stopping them. 50 | * @type {VolumeEffect} 51 | */ 52 | this.volumeEffect = null; 53 | 54 | 55 | /** 56 | * Target engine, effect, or chain this player directly connects to. 57 | * @type {AudioEngine|Effect|EffectChain} 58 | */ 59 | this.target = null; 60 | 61 | /** 62 | * Internally is the SoundPlayer initialized with at least its buffer 63 | * source node and output node. 64 | * @type {boolean} 65 | */ 66 | this.initialized = false; 67 | 68 | /** 69 | * Is the sound playing or starting to play? 70 | * @type {boolean} 71 | */ 72 | this.isPlaying = false; 73 | 74 | /** 75 | * Timestamp sound is expected to be starting playback until. Once the 76 | * future timestamp is reached the sound is considered to be playing 77 | * through the audio hardware and stopping should fade out instead of 78 | * cutting off playback. 79 | * @type {number} 80 | */ 81 | this.startingUntil = 0; 82 | 83 | /** 84 | * Rate to play back the audio at. 85 | * @type {number} 86 | */ 87 | this.playbackRate = 1; 88 | 89 | // handleEvent is a EventTarget api for the DOM, however the 90 | // web-audio-test-api we use uses an addEventListener that isn't 91 | // compatable with object and requires us to pass this bound function 92 | // instead 93 | this.handleEvent = this.handleEvent.bind(this); 94 | } 95 | 96 | /** 97 | * Is plaback currently starting? 98 | * @type {boolean} 99 | */ 100 | get isStarting () { 101 | return this.isPlaying && this.startingUntil > this.audioEngine.currentTime; 102 | } 103 | 104 | /** 105 | * Handle any event we have told the output node to listen for. 106 | * @param {Event} event - dom event to handle 107 | */ 108 | handleEvent (event) { 109 | if (event.type === ON_ENDED) { 110 | this.onEnded(); 111 | } 112 | } 113 | 114 | /** 115 | * Event listener for when playback ends. 116 | */ 117 | onEnded () { 118 | this.emit('stop'); 119 | 120 | this.isPlaying = false; 121 | } 122 | 123 | /** 124 | * Create the buffer source node during initialization or secondary 125 | * playback. 126 | */ 127 | _createSource () { 128 | if (this.outputNode !== null) { 129 | this.outputNode.removeEventListener(ON_ENDED, this.handleEvent); 130 | this.outputNode.disconnect(); 131 | } 132 | 133 | this.outputNode = this.audioEngine.audioContext.createBufferSource(); 134 | this.outputNode.playbackRate.value = this.playbackRate; 135 | this.outputNode.buffer = this.buffer; 136 | 137 | this.outputNode.addEventListener(ON_ENDED, this.handleEvent); 138 | 139 | if (this.target !== null) { 140 | this.connect(this.target); 141 | } 142 | } 143 | 144 | /** 145 | * Initialize the player for first playback. 146 | */ 147 | initialize () { 148 | this.initialized = true; 149 | 150 | this._createSource(); 151 | } 152 | 153 | /** 154 | * Connect the player to the engine or an effect chain. 155 | * @param {object} target - object to connect to 156 | * @returns {object} - return this sound player 157 | */ 158 | connect (target) { 159 | if (target === this.volumeEffect) { 160 | this.outputNode.disconnect(); 161 | this.outputNode.connect(this.volumeEffect.getInputNode()); 162 | return; 163 | } 164 | 165 | this.target = target; 166 | 167 | if (!this.initialized) { 168 | return; 169 | } 170 | 171 | if (this.volumeEffect === null) { 172 | this.outputNode.disconnect(); 173 | this.outputNode.connect(target.getInputNode()); 174 | } else { 175 | this.volumeEffect.connect(target); 176 | } 177 | 178 | return this; 179 | } 180 | 181 | /** 182 | * Teardown the player. 183 | */ 184 | dispose () { 185 | if (!this.initialized) { 186 | return; 187 | } 188 | 189 | this.stopImmediately(); 190 | 191 | if (this.volumeEffect !== null) { 192 | this.volumeEffect.dispose(); 193 | this.volumeEffect = null; 194 | } 195 | 196 | this.outputNode.disconnect(); 197 | this.outputNode = null; 198 | 199 | this.target = null; 200 | 201 | this.initialized = false; 202 | } 203 | 204 | /** 205 | * Take the internal state of this player and create a new player from 206 | * that. Restore the state of this player to that before its first playback. 207 | * 208 | * The returned player can be used to stop the original playback or 209 | * continue it without manipulation from the original player. 210 | * 211 | * @returns {SoundPlayer} - new SoundPlayer with old state 212 | */ 213 | take () { 214 | if (this.outputNode) { 215 | this.outputNode.removeEventListener(ON_ENDED, this.handleEvent); 216 | } 217 | 218 | const taken = new SoundPlayer(this.audioEngine, this); 219 | taken.playbackRate = this.playbackRate; 220 | if (this.isPlaying) { 221 | taken.startingUntil = this.startingUntil; 222 | taken.isPlaying = this.isPlaying; 223 | taken.initialized = this.initialized; 224 | taken.outputNode = this.outputNode; 225 | taken.outputNode.addEventListener(ON_ENDED, taken.handleEvent); 226 | taken.volumeEffect = this.volumeEffect; 227 | if (taken.volumeEffect) { 228 | taken.volumeEffect.audioPlayer = taken; 229 | } 230 | if (this.target !== null) { 231 | taken.connect(this.target); 232 | } 233 | 234 | this.emit('stop'); 235 | taken.emit('play'); 236 | } 237 | 238 | this.outputNode = null; 239 | this.volumeEffect = null; 240 | this.initialized = false; 241 | this.startingUntil = 0; 242 | this.isPlaying = false; 243 | 244 | return taken; 245 | } 246 | 247 | /** 248 | * Start playback for this sound. 249 | * 250 | * If the sound is already playing it will stop playback with a quick fade 251 | * out. 252 | */ 253 | play () { 254 | if (this.isStarting) { 255 | this.emit('stop'); 256 | this.emit('play'); 257 | return; 258 | } 259 | 260 | if (this.isPlaying) { 261 | this.stop(); 262 | } 263 | 264 | if (this.initialized) { 265 | this._createSource(); 266 | } else { 267 | this.initialize(); 268 | } 269 | 270 | this.outputNode.start(); 271 | 272 | this.isPlaying = true; 273 | 274 | const {currentTime, DECAY_DURATION} = this.audioEngine; 275 | this.startingUntil = currentTime + DECAY_DURATION; 276 | 277 | this.emit('play'); 278 | } 279 | 280 | /** 281 | * Stop playback after quickly fading out. 282 | */ 283 | stop () { 284 | if (!this.isPlaying) { 285 | return; 286 | } 287 | 288 | // always do a manual stop on a taken / volume effect fade out sound 289 | // player take will emit "stop" as well as reset all of our playing 290 | // statuses / remove our nodes / etc 291 | const taken = this.take(); 292 | taken.volumeEffect = new VolumeEffect(taken.audioEngine, taken, null); 293 | 294 | taken.volumeEffect.connect(taken.target); 295 | // volumeEffect will recursively connect to us if it needs to, so this 296 | // happens too: 297 | // taken.connect(taken.volumeEffect); 298 | 299 | taken.finished().then(() => taken.dispose()); 300 | 301 | taken.volumeEffect.set(0); 302 | const {currentTime, DECAY_DURATION} = this.audioEngine; 303 | taken.outputNode.stop(currentTime + DECAY_DURATION); 304 | } 305 | 306 | /** 307 | * Stop immediately without fading out. May cause audible clipping. 308 | */ 309 | stopImmediately () { 310 | if (!this.isPlaying) { 311 | return; 312 | } 313 | 314 | this.outputNode.stop(); 315 | 316 | this.isPlaying = false; 317 | this.startingUntil = 0; 318 | 319 | this.emit('stop'); 320 | } 321 | 322 | /** 323 | * Return a promise that resolves when the sound next finishes. 324 | * @returns {Promise} - resolves when the sound finishes 325 | */ 326 | finished () { 327 | return new Promise(resolve => { 328 | this.once('stop', resolve); 329 | }); 330 | } 331 | 332 | /** 333 | * Set the sound's playback rate. 334 | * @param {number} value - playback rate. Default is 1. 335 | */ 336 | setPlaybackRate (value) { 337 | this.playbackRate = value; 338 | 339 | if (this.initialized) { 340 | this.outputNode.playbackRate.value = value; 341 | } 342 | } 343 | } 344 | 345 | module.exports = SoundPlayer; 346 | -------------------------------------------------------------------------------- /src/StartAudioContext.js: -------------------------------------------------------------------------------- 1 | // StartAudioContext assumes that we are in a window/document setting and messes with the unit 2 | // tests, this is our own version just checking to see if we have a global document to listen 3 | // to before we even try to "start" it. Our test api audio context is started by default. 4 | const StartAudioContext = require('startaudiocontext'); 5 | 6 | module.exports = function (context) { 7 | if (typeof document !== 'undefined') { 8 | return StartAudioContext(context); 9 | } 10 | }; 11 | -------------------------------------------------------------------------------- /src/effects/Effect.js: -------------------------------------------------------------------------------- 1 | /** 2 | * An effect on an AudioPlayer and all its SoundPlayers. 3 | */ 4 | class Effect { 5 | /** 6 | * @param {AudioEngine} audioEngine - audio engine this runs with 7 | * @param {AudioPlayer} audioPlayer - audio player this affects 8 | * @param {Effect} lastEffect - effect in the chain before this one 9 | * @constructor 10 | */ 11 | constructor (audioEngine, audioPlayer, lastEffect) { 12 | this.audioEngine = audioEngine; 13 | this.audioPlayer = audioPlayer; 14 | this.lastEffect = lastEffect; 15 | 16 | this.value = this.DEFAULT_VALUE; 17 | 18 | this.initialized = false; 19 | 20 | this.inputNode = null; 21 | this.outputNode = null; 22 | 23 | this.target = null; 24 | } 25 | 26 | /** 27 | * Return the name of the effect. 28 | * @type {string} 29 | */ 30 | get name () { 31 | throw new Error(`${this.constructor.name}.name is not implemented`); 32 | } 33 | 34 | /** 35 | * Default value to set the Effect to when constructed and when clear'ed. 36 | * @const {number} 37 | */ 38 | get DEFAULT_VALUE () { 39 | return 0; 40 | } 41 | 42 | /** 43 | * Should the effect be connected to the audio graph? 44 | * The pitch effect is an example that does not need to be patched in. 45 | * Instead of affecting the graph it affects the player directly. 46 | * @return {boolean} is the effect affecting the graph? 47 | */ 48 | get _isPatch () { 49 | return this.initialized && (this.value !== this.DEFAULT_VALUE || this.audioPlayer === null); 50 | } 51 | 52 | /** 53 | * Get the input node. 54 | * @return {AudioNode} - audio node that is the input for this effect 55 | */ 56 | getInputNode () { 57 | if (this._isPatch) { 58 | return this.inputNode; 59 | } 60 | return this.target.getInputNode(); 61 | } 62 | 63 | /** 64 | * Initialize the Effect. 65 | * Effects start out uninitialized. Then initialize when they are first set 66 | * with some value. 67 | * @throws {Error} throws when left unimplemented 68 | */ 69 | initialize () { 70 | throw new Error(`${this.constructor.name}.initialize is not implemented.`); 71 | } 72 | 73 | /** 74 | * Set the effects value. 75 | * @private 76 | * @param {number} value - new value to set effect to 77 | */ 78 | _set () { 79 | throw new Error(`${this.constructor.name}._set is not implemented.`); 80 | } 81 | 82 | /** 83 | * Set the effects value. 84 | * @param {number} value - new value to set effect to 85 | */ 86 | set (value) { 87 | // Initialize the node on first set. 88 | if (!this.initialized) { 89 | this.initialize(); 90 | } 91 | 92 | // Store whether the graph should currently affected by this effect. 93 | const wasPatch = this._isPatch; 94 | if (wasPatch) { 95 | this._lastPatch = this.audioEngine.currentTime; 96 | } 97 | 98 | // Call the internal implementation per this Effect. 99 | this._set(value); 100 | 101 | // Connect or disconnect from the graph if this now applies or no longer 102 | // applies an effect. 103 | if (this._isPatch !== wasPatch && this.target !== null) { 104 | this.connect(this.target); 105 | } 106 | } 107 | 108 | /** 109 | * Update the effect for changes in the audioPlayer. 110 | */ 111 | update () {} 112 | 113 | /** 114 | * Clear the value back to the default. 115 | */ 116 | clear () { 117 | this.set(this.DEFAULT_VALUE); 118 | } 119 | 120 | /** 121 | * Connnect this effect's output to another audio node 122 | * @param {object} target - target whose node to should be connected 123 | */ 124 | connect (target) { 125 | if (target === null) { 126 | throw new Error('target may not be null'); 127 | } 128 | 129 | const checkForCircularReference = subtarget => { 130 | if (subtarget) { 131 | if (subtarget === this) { 132 | return true; 133 | } 134 | return checkForCircularReference(subtarget.target); 135 | } 136 | }; 137 | if (checkForCircularReference(target)) { 138 | throw new Error('Effect cannot connect to itself'); 139 | } 140 | 141 | this.target = target; 142 | 143 | if (this.outputNode !== null) { 144 | this.outputNode.disconnect(); 145 | } 146 | 147 | if (this._isPatch || this._lastPatch + this.audioEngine.DECAY_DURATION < this.audioEngine.currentTime) { 148 | this.outputNode.connect(target.getInputNode()); 149 | } 150 | 151 | if (this.lastEffect === null) { 152 | if (this.audioPlayer !== null) { 153 | this.audioPlayer.connect(this); 154 | } 155 | } else { 156 | this.lastEffect.connect(this); 157 | } 158 | } 159 | 160 | /** 161 | * Clean up and disconnect audio nodes. 162 | */ 163 | dispose () { 164 | this.inputNode = null; 165 | this.outputNode = null; 166 | this.target = null; 167 | 168 | this.initialized = false; 169 | } 170 | } 171 | 172 | module.exports = Effect; 173 | -------------------------------------------------------------------------------- /src/effects/EffectChain.js: -------------------------------------------------------------------------------- 1 | class EffectChain { 2 | /** 3 | * Chain of effects that can be applied to a group of SoundPlayers. 4 | * @param {AudioEngine} audioEngine - engine whose effects these belong to 5 | * @param {Array} effects - array of Effect classes to construct 6 | */ 7 | constructor (audioEngine, effects) { 8 | /** 9 | * AudioEngine whose effects these belong to. 10 | * @type {AudioEngine} 11 | */ 12 | this.audioEngine = audioEngine; 13 | 14 | /** 15 | * Node incoming connections will attach to. This node than connects to 16 | * the items in the chain which finally connect to some output. 17 | * @type {AudioNode} 18 | */ 19 | this.inputNode = this.audioEngine.audioContext.createGain(); 20 | 21 | /** 22 | * List of Effect types to create. 23 | * @type {Array} 24 | */ 25 | this.effects = effects; 26 | 27 | // Effects are instantiated in reverse so that the first refers to the 28 | // second, the second refers to the third, etc and the last refers to 29 | // null. 30 | let lastEffect = null; 31 | /** 32 | * List of instantiated Effects. 33 | * @type {Array} 34 | */ 35 | this._effects = effects 36 | .reverse() 37 | .map(Effect => { 38 | const effect = new Effect(audioEngine, this, lastEffect); 39 | this[effect.name] = effect; 40 | lastEffect = effect; 41 | return effect; 42 | }) 43 | .reverse(); 44 | 45 | /** 46 | * First effect of this chain. 47 | * @type {Effect} 48 | */ 49 | this.firstEffect = this._effects[0]; 50 | 51 | /** 52 | * Last effect of this chain. 53 | * @type {Effect} 54 | */ 55 | this.lastEffect = this._effects[this._effects.length - 1]; 56 | 57 | /** 58 | * A set of players this chain is managing. 59 | */ 60 | this._soundPlayers = new Set(); 61 | } 62 | 63 | /** 64 | * Create a clone of the EffectChain. 65 | * @returns {EffectChain} a clone of this EffectChain 66 | */ 67 | clone () { 68 | const chain = new EffectChain(this.audioEngine, this.effects); 69 | if (this.target) { 70 | chain.connect(this.target); 71 | } 72 | return chain; 73 | } 74 | 75 | /** 76 | * Add a sound player. 77 | * @param {SoundPlayer} soundPlayer - a sound player to manage 78 | */ 79 | addSoundPlayer (soundPlayer) { 80 | if (!this._soundPlayers.has(soundPlayer)) { 81 | this._soundPlayers.add(soundPlayer); 82 | this.update(); 83 | } 84 | } 85 | 86 | /** 87 | * Remove a sound player. 88 | * @param {SoundPlayer} soundPlayer - a sound player to stop managing 89 | */ 90 | removeSoundPlayer (soundPlayer) { 91 | this._soundPlayers.remove(soundPlayer); 92 | } 93 | 94 | /** 95 | * Get the audio input node. 96 | * @returns {AudioNode} audio node the upstream can connect to 97 | */ 98 | getInputNode () { 99 | return this.inputNode; 100 | } 101 | 102 | /** 103 | * Connnect this player's output to another audio node. 104 | * @param {object} target - target whose node to should be connected 105 | */ 106 | connect (target) { 107 | const {firstEffect, lastEffect} = this; 108 | 109 | if (target === lastEffect) { 110 | this.inputNode.disconnect(); 111 | this.inputNode.connect(lastEffect.getInputNode()); 112 | 113 | return; 114 | } else if (target === firstEffect) { 115 | return; 116 | } 117 | 118 | this.target = target; 119 | 120 | firstEffect.connect(target); 121 | } 122 | 123 | /** 124 | * Array of SoundPlayers managed by this EffectChain. 125 | * @returns {Array} sound players managed by this chain 126 | */ 127 | getSoundPlayers () { 128 | return [...this._soundPlayers]; 129 | } 130 | 131 | /** 132 | * Set Effect values with named values on target.soundEffects if it exist 133 | * and then from target itself. 134 | * @param {Target} target - target to set values from 135 | */ 136 | setEffectsFromTarget (target) { 137 | this._effects.forEach(effect => { 138 | if ('soundEffects' in target && effect.name in target.soundEffects) { 139 | effect.set(target.soundEffects[effect.name]); 140 | } else if (effect.name in target) { 141 | effect.set(target[effect.name]); 142 | } 143 | }); 144 | } 145 | 146 | /** 147 | * Set an effect value by its name. 148 | * @param {string} effect - effect name to change 149 | * @param {number} value - value to set effect to 150 | */ 151 | set (effect, value) { 152 | if (effect in this) { 153 | this[effect].set(value); 154 | } 155 | } 156 | 157 | /** 158 | * Update managed sound players with the effects on this chain. 159 | */ 160 | update () { 161 | this._effects.forEach(effect => effect.update()); 162 | } 163 | 164 | /** 165 | * Clear all effects to their default values. 166 | */ 167 | clear () { 168 | this._effects.forEach(effect => effect.clear()); 169 | } 170 | 171 | /** 172 | * Dispose of all effects in this chain. Nothing is done to managed 173 | * SoundPlayers. 174 | */ 175 | dispose () { 176 | this._soundPlayers = null; 177 | this._effects.forEach(effect => effect.dispose()); 178 | this._effects = null; 179 | } 180 | } 181 | 182 | module.exports = EffectChain; 183 | -------------------------------------------------------------------------------- /src/effects/PanEffect.js: -------------------------------------------------------------------------------- 1 | const Effect = require('./Effect'); 2 | 3 | /** 4 | * A pan effect, which moves the sound to the left or right between the speakers 5 | * Effect value of -100 puts the audio entirely on the left channel, 6 | * 0 centers it, 100 puts it on the right. 7 | */ 8 | class PanEffect extends Effect { 9 | /** 10 | * @param {AudioEngine} audioEngine - audio engine this runs with 11 | * @param {AudioPlayer} audioPlayer - audio player this affects 12 | * @param {Effect} lastEffect - effect in the chain before this one 13 | * @constructor 14 | */ 15 | constructor (audioEngine, audioPlayer, lastEffect) { 16 | super(audioEngine, audioPlayer, lastEffect); 17 | 18 | this.leftGain = null; 19 | this.rightGain = null; 20 | this.channelMerger = null; 21 | } 22 | 23 | /** 24 | * Return the name of the effect. 25 | * @type {string} 26 | */ 27 | get name () { 28 | return 'pan'; 29 | } 30 | 31 | /** 32 | * Initialize the Effect. 33 | * Effects start out uninitialized. Then initialize when they are first set 34 | * with some value. 35 | * @throws {Error} throws when left unimplemented 36 | */ 37 | initialize () { 38 | const audioContext = this.audioEngine.audioContext; 39 | 40 | this.inputNode = audioContext.createGain(); 41 | this.leftGain = audioContext.createGain(); 42 | this.rightGain = audioContext.createGain(); 43 | this.channelMerger = audioContext.createChannelMerger(2); 44 | this.outputNode = this.channelMerger; 45 | 46 | this.inputNode.connect(this.leftGain); 47 | this.inputNode.connect(this.rightGain); 48 | this.leftGain.connect(this.channelMerger, 0, 0); 49 | this.rightGain.connect(this.channelMerger, 0, 1); 50 | 51 | this.initialized = true; 52 | } 53 | 54 | /** 55 | * Set the effect value 56 | * @param {number} value - the new value to set the effect to 57 | */ 58 | _set (value) { 59 | this.value = value; 60 | 61 | // Map the scratch effect value (-100 to 100) to (0 to 1) 62 | const p = (value + 100) / 200; 63 | 64 | // Use trig functions for equal-loudness panning 65 | // See e.g. https://docs.cycling74.com/max7/tutorials/13_panningchapter01 66 | const leftVal = Math.cos(p * Math.PI / 2); 67 | const rightVal = Math.sin(p * Math.PI / 2); 68 | 69 | const {currentTime, DECAY_WAIT, DECAY_DURATION} = this.audioEngine; 70 | this.leftGain.gain.setTargetAtTime(leftVal, currentTime + DECAY_WAIT, DECAY_DURATION); 71 | this.rightGain.gain.setTargetAtTime(rightVal, currentTime + DECAY_WAIT, DECAY_DURATION); 72 | } 73 | 74 | /** 75 | * Clean up and disconnect audio nodes. 76 | */ 77 | dispose () { 78 | if (!this.initialized) { 79 | return; 80 | } 81 | 82 | this.inputNode.disconnect(); 83 | this.leftGain.disconnect(); 84 | this.rightGain.disconnect(); 85 | this.channelMerger.disconnect(); 86 | 87 | this.inputNode = null; 88 | this.leftGain = null; 89 | this.rightGain = null; 90 | this.channelMerger = null; 91 | this.outputNode = null; 92 | this.target = null; 93 | 94 | this.initialized = false; 95 | } 96 | } 97 | 98 | module.exports = PanEffect; 99 | -------------------------------------------------------------------------------- /src/effects/PitchEffect.js: -------------------------------------------------------------------------------- 1 | const Effect = require('./Effect'); 2 | 3 | /** 4 | * A pitch change effect, which changes the playback rate of the sound in order 5 | * to change its pitch: reducing the playback rate lowers the pitch, increasing 6 | * the rate raises the pitch. The duration of the sound is also changed. 7 | * 8 | * Changing the value of the pitch effect by 10 causes a change in pitch by 1 9 | * semitone (i.e. a musical half-step, such as the difference between C and C#) 10 | * Changing the pitch effect by 120 changes the pitch by one octave (12 11 | * semitones) 12 | * 13 | * The value of this effect is not clamped (i.e. it is typically between -120 14 | * and 120, but can be set much higher or much lower, with weird and fun 15 | * results). We should consider what extreme values to use for clamping it. 16 | * 17 | * Note that this effect functions differently from the other audio effects. It 18 | * is not part of a chain of audio nodes. Instead, it provides a way to set the 19 | * playback on one SoundPlayer or a group of them. 20 | */ 21 | class PitchEffect extends Effect { 22 | /** 23 | * @param {AudioEngine} audioEngine - audio engine this runs with 24 | * @param {AudioPlayer} audioPlayer - audio player this affects 25 | * @param {Effect} lastEffect - effect in the chain before this one 26 | * @constructor 27 | */ 28 | constructor (audioEngine, audioPlayer, lastEffect) { 29 | super(audioEngine, audioPlayer, lastEffect); 30 | 31 | /** 32 | * The playback rate ratio 33 | * @type {Number} 34 | */ 35 | this.ratio = 1; 36 | } 37 | 38 | /** 39 | * Return the name of the effect. 40 | * @type {string} 41 | */ 42 | get name () { 43 | return 'pitch'; 44 | } 45 | 46 | /** 47 | * Should the effect be connected to the audio graph? 48 | * @return {boolean} is the effect affecting the graph? 49 | */ 50 | get _isPatch () { 51 | return false; 52 | } 53 | 54 | /** 55 | * Get the input node. 56 | * @return {AudioNode} - audio node that is the input for this effect 57 | */ 58 | getInputNode () { 59 | return this.target.getInputNode(); 60 | } 61 | 62 | /** 63 | * Initialize the Effect. 64 | * Effects start out uninitialized. Then initialize when they are first set 65 | * with some value. 66 | * @throws {Error} throws when left unimplemented 67 | */ 68 | initialize () { 69 | this.initialized = true; 70 | } 71 | 72 | /** 73 | * Set the effect value. 74 | * @param {number} value - the new value to set the effect to 75 | */ 76 | _set (value) { 77 | this.value = value; 78 | this.ratio = this.getRatio(this.value); 79 | this.updatePlayers(this.audioPlayer.getSoundPlayers()); 80 | } 81 | 82 | /** 83 | * Update the effect for changes in the audioPlayer. 84 | */ 85 | update () { 86 | this.updatePlayers(this.audioPlayer.getSoundPlayers()); 87 | } 88 | 89 | /** 90 | * Compute the playback ratio for an effect value. 91 | * The playback ratio is scaled so that a change of 10 in the effect value 92 | * gives a change of 1 semitone in the ratio. 93 | * @param {number} val - an effect value 94 | * @returns {number} a playback ratio 95 | */ 96 | getRatio (val) { 97 | const interval = val / 10; 98 | // Convert the musical interval in semitones to a frequency ratio 99 | return Math.pow(2, (interval / 12)); 100 | } 101 | 102 | /** 103 | * Update a sound player's playback rate using the current ratio for the 104 | * effect 105 | * @param {object} player - a SoundPlayer object 106 | */ 107 | updatePlayer (player) { 108 | player.setPlaybackRate(this.ratio); 109 | } 110 | 111 | /** 112 | * Update a sound player's playback rate using the current ratio for the 113 | * effect 114 | * @param {object} players - a dictionary of SoundPlayer objects to update, 115 | * indexed by md5 116 | */ 117 | updatePlayers (players) { 118 | if (!players) return; 119 | 120 | for (const id in players) { 121 | if (Object.prototype.hasOwnProperty.call(players, id)) { 122 | this.updatePlayer(players[id]); 123 | } 124 | } 125 | } 126 | } 127 | 128 | module.exports = PitchEffect; 129 | -------------------------------------------------------------------------------- /src/effects/VolumeEffect.js: -------------------------------------------------------------------------------- 1 | const Effect = require('./Effect'); 2 | 3 | /** 4 | * Affect the volume of an effect chain. 5 | */ 6 | class VolumeEffect extends Effect { 7 | /** 8 | * Default value to set the Effect to when constructed and when clear'ed. 9 | * @const {number} 10 | */ 11 | get DEFAULT_VALUE () { 12 | return 100; 13 | } 14 | 15 | /** 16 | * Return the name of the effect. 17 | * @type {string} 18 | */ 19 | get name () { 20 | return 'volume'; 21 | } 22 | 23 | /** 24 | * Initialize the Effect. 25 | * Effects start out uninitialized. Then initialize when they are first set 26 | * with some value. 27 | * @throws {Error} throws when left unimplemented 28 | */ 29 | initialize () { 30 | this.inputNode = this.audioEngine.audioContext.createGain(); 31 | this.outputNode = this.inputNode; 32 | 33 | this.initialized = true; 34 | } 35 | 36 | /** 37 | * Set the effects value. 38 | * @private 39 | * @param {number} value - new value to set effect to 40 | */ 41 | _set (value) { 42 | this.value = value; 43 | 44 | const {gain} = this.outputNode; 45 | const {currentTime, DECAY_DURATION} = this.audioEngine; 46 | gain.linearRampToValueAtTime(value / 100, currentTime + DECAY_DURATION); 47 | } 48 | 49 | /** 50 | * Clean up and disconnect audio nodes. 51 | */ 52 | dispose () { 53 | if (!this.initialized) { 54 | return; 55 | } 56 | 57 | this.outputNode.disconnect(); 58 | 59 | this.inputNode = null; 60 | this.outputNode = null; 61 | this.target = null; 62 | 63 | this.initialized = false; 64 | } 65 | } 66 | 67 | module.exports = VolumeEffect; 68 | -------------------------------------------------------------------------------- /src/index.js: -------------------------------------------------------------------------------- 1 | /** 2 | * @fileOverview Scratch Audio is divided into a single AudioEngine, that 3 | * handles global functionality, and AudioPlayers, belonging to individual 4 | * sprites and clones. 5 | */ 6 | 7 | const AudioEngine = require('./AudioEngine'); 8 | 9 | module.exports = AudioEngine; 10 | -------------------------------------------------------------------------------- /src/log.js: -------------------------------------------------------------------------------- 1 | const minilog = require('minilog'); 2 | minilog.enable(); 3 | 4 | module.exports = minilog('scratch-audioengine'); 5 | -------------------------------------------------------------------------------- /src/uid.js: -------------------------------------------------------------------------------- 1 | /** 2 | * @fileoverview UID generator, from Blockly. 3 | */ 4 | 5 | /** 6 | * Legal characters for the unique ID. 7 | * Should be all on a US keyboard. No XML special characters or control codes. 8 | * Removed $ due to issue 251. 9 | * @private 10 | */ 11 | const soup_ = '!#%()*+,-./:;=?@[]^_`{|}~' + 12 | 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789'; 13 | 14 | /** 15 | * Generate a unique ID, from Blockly. This should be globally unique. 16 | * 87 characters ^ 20 length > 128 bits (better than a UUID). 17 | * @return {string} A globally unique ID string. 18 | */ 19 | const uid = function () { 20 | const length = 20; 21 | const soupLength = soup_.length; 22 | const id = []; 23 | for (let i = 0; i < length; i++) { 24 | id[i] = soup_.charAt(Math.random() * soupLength); 25 | } 26 | return id.join(''); 27 | }; 28 | 29 | module.exports = uid; 30 | -------------------------------------------------------------------------------- /test/AudioEngine.js: -------------------------------------------------------------------------------- 1 | const tap = require('tap'); 2 | const AudioEngine = require('../src/AudioEngine'); 3 | 4 | const {AudioContext} = require('web-audio-test-api'); 5 | 6 | tap.test('AudioEngine', t => { 7 | const audioEngine = new AudioEngine(new AudioContext()); 8 | 9 | t.plan(1); 10 | t.deepEqual(audioEngine.inputNode.toJSON(), { 11 | gain: { 12 | inputs: [], 13 | value: 1 14 | }, 15 | inputs: [], 16 | name: 'GainNode' 17 | }, 'JSON Representation of inputNode'); 18 | }); 19 | -------------------------------------------------------------------------------- /test/SoundPlayer.js: -------------------------------------------------------------------------------- 1 | /* global Uint8Array Promise */ 2 | const tap = require('tap'); 3 | const {AudioContext} = require('web-audio-test-api'); 4 | 5 | const AudioEngine = require('../src/AudioEngine'); 6 | 7 | 8 | tap.test('SoundPlayer', suite => { 9 | 10 | let audioContext; 11 | let audioEngine; 12 | let soundPlayer; 13 | 14 | const help = { 15 | get engineInputs () { 16 | return audioEngine.inputNode.toJSON().inputs; 17 | } 18 | }; 19 | 20 | suite.beforeEach(() => { 21 | audioContext = new AudioContext(); 22 | audioEngine = new AudioEngine(audioContext); 23 | // sound will be 0.2 seconds long 24 | audioContext.DECODE_AUDIO_DATA_RESULT = audioContext.createBuffer(2, 8820, 44100); 25 | audioContext.DECODE_AUDIO_DATA_FAILED = false; 26 | const data = new Uint8Array(0); 27 | return audioEngine.decodeSoundPlayer({data}).then(result => { 28 | soundPlayer = result; 29 | }); 30 | }); 31 | 32 | suite.afterEach(() => { 33 | soundPlayer.dispose(); 34 | soundPlayer = null; 35 | audioEngine = null; 36 | audioContext.$reset(); 37 | audioContext = null; 38 | }); 39 | 40 | suite.plan(5); 41 | 42 | suite.test('play initializes and creates source node', t => { 43 | t.plan(3); 44 | t.equal(soundPlayer.initialized, false, 'not yet initialized'); 45 | soundPlayer.play(); 46 | t.equal(soundPlayer.initialized, true, 'now is initialized'); 47 | t.deepEqual(soundPlayer.outputNode.toJSON(), { 48 | buffer: audioContext.DECODE_AUDIO_DATA_RESULT.toJSON(), 49 | inputs: [], 50 | loop: false, 51 | loopEnd: 0, 52 | loopStart: 0, 53 | name: 'AudioBufferSourceNode', 54 | playbackRate: { 55 | inputs: [], 56 | value: 1 57 | } 58 | }); 59 | 60 | t.end(); 61 | }); 62 | 63 | suite.test('connect', t => { 64 | t.plan(1); 65 | soundPlayer.play(); 66 | soundPlayer.connect(audioEngine); 67 | t.deepEqual(help.engineInputs, [ 68 | soundPlayer.outputNode.toJSON() 69 | ], 'output node connects to input node'); 70 | t.end(); 71 | }); 72 | 73 | suite.test('stop decay', t => { 74 | t.plan(5); 75 | soundPlayer.play(); 76 | soundPlayer.connect(audioEngine); 77 | const outputNode = soundPlayer.outputNode; 78 | 79 | audioContext.$processTo(0); 80 | soundPlayer.stop(); 81 | t.equal(soundPlayer.outputNode, null, 'nullify outputNode immediately (taken sound is stopping)'); 82 | t.deepEqual(help.engineInputs, [{ 83 | name: 'GainNode', 84 | gain: { 85 | value: 1, 86 | inputs: [] 87 | }, 88 | inputs: [outputNode.toJSON()] 89 | }], 'output node connects to gain node to input node'); 90 | 91 | audioContext.$processTo(audioEngine.DECAY_DURATION / 2); 92 | t.equal(outputNode.$state, 'PLAYING'); 93 | 94 | audioContext.$processTo(audioEngine.DECAY_DURATION + 0.001); 95 | t.deepEqual(help.engineInputs, [{ 96 | name: 'GainNode', 97 | gain: { 98 | value: 0, 99 | inputs: [] 100 | }, 101 | inputs: [outputNode.toJSON()] 102 | }], 'output node connects to gain node to input node decayed'); 103 | 104 | t.equal(outputNode.$state, 'FINISHED'); 105 | 106 | t.end(); 107 | }); 108 | 109 | suite.test('play while playing debounces', t => { 110 | t.plan(7); 111 | const log = []; 112 | soundPlayer.connect(audioEngine); 113 | soundPlayer.play(); 114 | t.equal(soundPlayer.isStarting, true, 'player.isStarting'); 115 | const originalNode = soundPlayer.outputNode; 116 | // the second play should still "finish" this play 117 | soundPlayer.finished().then(() => log.push('finished first')); 118 | soundPlayer.play(); 119 | soundPlayer.finished().then(() => log.push('finished second')); 120 | soundPlayer.play(); 121 | soundPlayer.finished().then(() => log.push('finished third')); 122 | soundPlayer.play(); 123 | t.equal(originalNode, soundPlayer.outputNode, 'same output node'); 124 | t.equal(soundPlayer.outputNode.$state, 'PLAYING'); 125 | return Promise.resolve().then(() => { 126 | t.deepEqual(log, ['finished first', 'finished second', 'finished third'], 'finished in order'); 127 | 128 | // fast forward to one ms before decay time 129 | audioContext.$processTo(audioEngine.DECAY_DURATION - 0.001); 130 | soundPlayer.play(); 131 | 132 | t.equal(originalNode, soundPlayer.outputNode, 'same output node'); 133 | 134 | 135 | // now at DECAY_DURATION, we should meet a new player as the old one is taken/stopped 136 | audioContext.$processTo(audioEngine.DECAY_DURATION); 137 | 138 | t.equal(soundPlayer.isStarting, false, 'player.isStarting now false'); 139 | 140 | soundPlayer.play(); 141 | t.notEqual(originalNode, soundPlayer.outputNode, 'New output node'); 142 | 143 | t.end(); 144 | }); 145 | 146 | }); 147 | 148 | suite.test('play while playing', t => { 149 | t.plan(15); 150 | const log = []; 151 | soundPlayer.play(); 152 | soundPlayer.finished().then(() => log.push('play 1 finished')); 153 | soundPlayer.connect(audioEngine); 154 | const firstPlayNode = soundPlayer.outputNode; 155 | 156 | // go past debounce time and play again 157 | audioContext.$processTo(audioEngine.DECAY_DURATION); 158 | 159 | return Promise.resolve() 160 | .then(() => { 161 | 162 | t.equal(soundPlayer.outputNode.$state, 'PLAYING'); 163 | 164 | soundPlayer.play(); 165 | soundPlayer.finished().then(() => log.push('play 2 finished')); 166 | 167 | // wait for a micro-task loop to fire our previous events 168 | return Promise.resolve(); 169 | }) 170 | .then(() => { 171 | 172 | t.equal(log[0], 'play 1 finished'); 173 | t.notEqual(soundPlayer.outputNode, firstPlayNode, 'created new player node'); 174 | 175 | t.equal(help.engineInputs.length, 2, 'there should be 2 players connected'); 176 | t.equal(firstPlayNode.$state, 'PLAYING'); 177 | t.equal(soundPlayer.outputNode.$state, 'PLAYING'); 178 | t.equal(help.engineInputs[0].gain.value, 1, 'old sound connectect to gain node with volume 1'); 179 | 180 | const {currentTime} = audioContext; 181 | audioContext.$processTo(currentTime + audioEngine.DECAY_WAIT + 0.001); 182 | t.notEqual(help.engineInputs[0].gain.value, 1, 183 | 'old sound connected to gain node which will fade'); 184 | 185 | audioContext.$processTo(currentTime + audioEngine.DECAY_WAIT + audioEngine.DECAY_DURATION + 0.001); 186 | t.equal(soundPlayer.outputNode.$state, 'PLAYING'); 187 | t.equal(firstPlayNode.$state, 'FINISHED'); 188 | 189 | t.equal(help.engineInputs[0].gain.value, 0, 'faded old sound to 0'); 190 | 191 | t.equal(log.length, 1); 192 | audioContext.$processTo(currentTime + audioEngine.DECAY_WAIT + audioEngine.DECAY_DURATION + 0.3); 193 | 194 | // wait for a micro-task loop to fire our previous events 195 | return Promise.resolve(); 196 | }) 197 | .then(() => { 198 | 199 | t.equal(log[1], 'play 2 finished'); 200 | t.equal(help.engineInputs.length, 1, 'old sound disconneted itself after done'); 201 | t.equal(log.length, 2); 202 | 203 | t.end(); 204 | }); 205 | }); 206 | 207 | suite.end(); 208 | }); 209 | -------------------------------------------------------------------------------- /test/__mocks__/AudioContext.js: -------------------------------------------------------------------------------- 1 | const AudioNodeMock = require('./AudioNode'); 2 | const AudioParamMock = require('./AudioParam'); 3 | 4 | class AudioContextMock { 5 | createGain () { 6 | return new AudioNodeMock({ 7 | gain: new AudioParamMock({ 8 | default: 1, 9 | min: -3, 10 | max: 3 11 | }) 12 | }); 13 | } 14 | 15 | createChannelMerger () { 16 | return new AudioNodeMock(); 17 | } 18 | } 19 | 20 | module.exports = AudioContextMock; 21 | -------------------------------------------------------------------------------- /test/__mocks__/AudioEngine.js: -------------------------------------------------------------------------------- 1 | const AudioContextMock = require('./AudioContext'); 2 | const AudioTargetMock = require('./AudioTarget'); 3 | 4 | class AudioEngineMock extends AudioTargetMock { 5 | constructor () { 6 | super(); 7 | 8 | this.audioContext = new AudioContextMock(); 9 | } 10 | } 11 | 12 | module.exports = AudioEngineMock; 13 | -------------------------------------------------------------------------------- /test/__mocks__/AudioNode.js: -------------------------------------------------------------------------------- 1 | class AudioNodeMock { 2 | constructor (params) { 3 | Object.assign(this, params); 4 | 5 | this.connected = null; 6 | this.connectedFrom = []; 7 | this._testResult = []; 8 | } 9 | 10 | connect (node) { 11 | this.connected = node; 12 | node.connectedFrom.push(this); 13 | } 14 | 15 | disconnect () { 16 | if (this.connected !== null) { 17 | this.connectedFrom = this.connectedFrom.filter(connection => connection !== this); 18 | } 19 | this.connected = null; 20 | } 21 | 22 | _test (test, message, depth = 0) { 23 | if (this.connected === null) { 24 | this._testResult.push({test, message, depth}); 25 | } else { 26 | this.connected._test(test, message, depth + 1); 27 | this._testResult.push(null); 28 | } 29 | } 30 | 31 | _result () { 32 | return this._testResult.pop(); 33 | } 34 | } 35 | 36 | module.exports = AudioNodeMock; 37 | -------------------------------------------------------------------------------- /test/__mocks__/AudioParam.js: -------------------------------------------------------------------------------- 1 | class AudioParamMock { 2 | setTargetAtTime (value /* , start, stop */) { 3 | this.value = value; 4 | } 5 | setValueAtTime (value) { 6 | this.value = value; 7 | } 8 | linearRampToValueAtTime (value) { 9 | this.value = value; 10 | } 11 | } 12 | 13 | module.exports = AudioParamMock; 14 | -------------------------------------------------------------------------------- /test/__mocks__/AudioTarget.js: -------------------------------------------------------------------------------- 1 | const AudioNodeMock = require('./AudioNode'); 2 | 3 | class AudioTargetMock { 4 | constructor () { 5 | this.inputNode = new AudioNodeMock(); 6 | } 7 | 8 | connect (target) { 9 | this.inputNode.connect(target.getInputNode()); 10 | } 11 | 12 | getInputNode () { 13 | return this.inputNode; 14 | } 15 | 16 | getSoundPlayers () { 17 | return {}; 18 | } 19 | } 20 | 21 | module.exports = AudioTargetMock; 22 | -------------------------------------------------------------------------------- /test/effects/EffectShape.js: -------------------------------------------------------------------------------- 1 | const tap = require('tap'); 2 | 3 | const PanEffect = require('../../src/effects/PanEffect'); 4 | const PitchEffect = require('../../src/effects/PitchEffect'); 5 | const VolumeEffect = require('../../src/effects/VolumeEffect'); 6 | 7 | const AudioEngine = require('../__mocks__/AudioEngine'); 8 | const AudioTarget = require('../__mocks__/AudioTarget'); 9 | 10 | const testEffect = (EffectClass, effectDepth) => { 11 | tap.test(EffectClass.name, t1 => { 12 | t1.plan(3); 13 | 14 | t1.test('methods', t2 => { 15 | t2.plan(7); 16 | 17 | t2.ok( 18 | 'DEFAULT_VALUE' in EffectClass.prototype, 19 | 'has DEFAULT_VALUE' 20 | ); 21 | t2.type(EffectClass.prototype.initialize, 'function', 'has initialize'); 22 | t2.type(EffectClass.prototype.set, 'function', 'has set'); 23 | t2.type(EffectClass.prototype.update, 'function', 'has update'); 24 | t2.type(EffectClass.prototype.clear, 'function', 'has clear'); 25 | t2.type(EffectClass.prototype.connect, 'function', 'has connect'); 26 | t2.type(EffectClass.prototype.dispose, 'function', 'has dispose'); 27 | 28 | t2.end(); 29 | }); 30 | 31 | t1.test('connect', t2 => { 32 | t2.plan(6); 33 | 34 | const engine = new AudioEngine(); 35 | const target = new AudioTarget(); 36 | let effect = new EffectClass(engine, target, null); 37 | 38 | target.inputNode._test('stall', 'message does not move'); 39 | t2.equal(target.inputNode._result().depth, 0, 'message not sent'); 40 | t2.ok(!engine.inputNode._result(), 'message not received'); 41 | t2.ok(!engine.inputNode.connected, 'engine not connected'); 42 | 43 | effect.dispose(); 44 | effect = new EffectClass(engine, target, null); 45 | const effect2 = new EffectClass(engine, target, effect); 46 | effect2.connect(engine); 47 | effect.connect(effect2); 48 | 49 | target.inputNode._test('move', 'message does move'); 50 | t2.ok(!target.inputNode._result(), 'message sent'); 51 | t2.equal(engine.inputNode._result().depth, 1, 'message received'); 52 | t2.ok(engine.inputNode.connectedFrom.length, 'engine connected'); 53 | 54 | t2.end(); 55 | }); 56 | 57 | t1.test('lifecycle', t2 => { 58 | t2.plan(18); 59 | 60 | const engine = new AudioEngine(); 61 | const target = new AudioTarget(); 62 | let effect = new EffectClass(engine, target, null); 63 | let effect2 = new EffectClass(engine, target, effect); 64 | 65 | target.inputNode._test('stall', 'message does not move'); 66 | t2.equal(target.inputNode._result().depth, 0, 'message not sent'); 67 | t2.ok(!engine.inputNode._result(), 'message not received'); 68 | t2.ok(!engine.inputNode.connected, 'engine not connected'); 69 | 70 | effect2.connect(engine); 71 | effect.connect(effect2); 72 | 73 | target.inputNode._test('move', 'message does move'); 74 | t2.ok(!target.inputNode._result(), 'message sent'); 75 | t2.equal(engine.inputNode._result().depth, 1, 'message received'); 76 | t2.ok(engine.inputNode.connectedFrom.length, 'engine connected'); 77 | 78 | effect.set(effect.DEFAULT_VALUE - 1); 79 | 80 | target.inputNode._test('move', 'message does move'); 81 | t2.ok(!target.inputNode._result(), 'message sent'); 82 | t2.equal(engine.inputNode._result().depth, 1 + effectDepth, 'message received'); 83 | t2.ok(engine.inputNode.connectedFrom.length, 'engine connected'); 84 | 85 | effect2.set(effect2.DEFAULT_VALUE - 1); 86 | 87 | target.inputNode._test('move', 'message does move'); 88 | t2.ok(!target.inputNode._result(), 'message sent'); 89 | t2.equal(engine.inputNode._result().depth, 1 + (2 * effectDepth), 'message received'); 90 | t2.ok(engine.inputNode.connectedFrom.length, 'engine connected'); 91 | 92 | effect.clear(); 93 | 94 | target.inputNode._test('move', 'message does move'); 95 | t2.ok(!target.inputNode._result(), 'message sent'); 96 | t2.equal(engine.inputNode._result().depth, 1 + effectDepth, 'message received'); 97 | t2.ok(engine.inputNode.connectedFrom.length, 'engine connected'); 98 | 99 | effect2.clear(); 100 | 101 | target.inputNode._test('move', 'message does move'); 102 | t2.ok(!target.inputNode._result(), 'message sent'); 103 | t2.equal(engine.inputNode._result().depth, 1, 'message received'); 104 | t2.ok(engine.inputNode.connectedFrom.length, 'engine connected'); 105 | 106 | t2.end(); 107 | }); 108 | 109 | t1.end(); 110 | }); 111 | }; 112 | 113 | testEffect(PanEffect, 3); 114 | testEffect(PitchEffect, 0); 115 | testEffect(VolumeEffect, 1); 116 | -------------------------------------------------------------------------------- /webpack.config.js: -------------------------------------------------------------------------------- 1 | var path = require('path'); 2 | 3 | module.exports = { 4 | mode: process.env.NODE_ENV === 'production' ? 'production' : 'development', 5 | devtool: 'cheap-module-source-map', 6 | entry: { 7 | dist: './src/index.js' 8 | }, 9 | output: { 10 | path: __dirname, 11 | library: 'AudioEngine', 12 | libraryTarget: 'commonjs2', 13 | filename: '[name].js' 14 | }, 15 | module: { 16 | rules: [{ 17 | test: /\.js$/, 18 | include: path.resolve(__dirname, 'src'), 19 | loader: 'babel-loader', 20 | options: { 21 | presets: [['env', {targets: {browsers: ['last 3 versions', 'Safari >= 8', 'iOS >= 8']}}]] 22 | } 23 | }] 24 | }, 25 | externals: { 26 | 'audio-context': true, 27 | 'minilog': true, 28 | 'startaudiocontext': true 29 | } 30 | }; 31 | --------------------------------------------------------------------------------