/** @module sound */ /** * Sound stimulus. * * @author Alain Pitiot * @version 2020.5 * @copyright (c) 2020 Ilixa Ltd. ({@link http://ilixa.com}) * @license Distributed under the terms of the MIT License */ import {PsychoJS} from '../core/PsychoJS'; import {PsychObject} from '../util/PsychObject'; import {TonePlayer} from './TonePlayer'; import {TrackPlayer} from './TrackPlayer'; /** *
This class handles sound playing (tones and tracks)
* *Note: the PsychoPy hamming parameter has not been implemented yet. It might be rather tricky to do so using * Tone.js
* * @example * [...] * const track = new Sound({ * win: psychoJS.window, * value: 440, * secs: 0.5 * }); * track.setVolume(1.0); * track.play(2); * * @class * @extends PsychObject * @param {Object} options * @param {String} options.name - the name used when logging messages from this stimulus * @param {module:core.Window} options.win - the associated Window * @param {number|string} [options.value= 'C'] - the sound value (see above for a full description) * @param {number} [options.octave= 4] - the octave corresponding to the tone (if applicable) * @param {number} [options.secs= 0.5] - duration of the tone (in seconds) If secs == -1, the sound will play indefinitely. * @param {number} [options.startTime= 0] - start of playback for tracks (in seconds) * @param {number} [options.stopTime= -1] - end of playback for tracks (in seconds) * @param {boolean} [options.stereo= true] whether or not to play the sound or track in stereo * @param {number} [options.volume= 1.0] - volume of the sound (must be between 0 and 1.0) * @param {number} [options.loops= 0] - how many times to repeat the track or tone after it has played once. If loops == -1, the track or tone will repeat indefinitely until stopped. * @param {boolean} [options.autoLog= true] whether or not to log */ export class Sound extends PsychObject { constructor({ name, win, value = 'C', octave = 4, secs = 0.5, startTime = 0, stopTime = -1, stereo = true, volume = 1.0, loops = 0, //hamming = true, autoLog = true } = {}) { super(win._psychoJS, name); // the SoundPlayer, e.g. TonePlayer: this._player = undefined; this._addAttributes(Sound, win, value, octave, secs, startTime, stopTime, stereo, volume, loops, /*hamming,*/ autoLog); // identify an appropriate player: this._getPlayer(); this.status = PsychoJS.Status.NOT_STARTED; } /** * Start playing the sound. * *Note: Sounds are played independently from the stimuli of the experiments, i.e. the experiment will not stop until the sound is finished playing. * Repeat calls to play may results in the sounds being played on top of each other.
* * @public * @param {number} loops how many times to repeat the sound after it plays once. If loops == -1, the sound will repeat indefinitely until stopped. * @param {boolean} [log= true] whether or not to log */ play(loops, log = true) { this.status = PsychoJS.Status.STARTED; this._player.play(loops); } /** * Stop playing the sound immediately. * * @public * @param {Object} options * @param {boolean} [options.log= true] - whether or not to log */ stop({ log = true } = {}) { this._player.stop(); this.status = PsychoJS.Status.STOPPED; } /** * Get the duration of the sound, in seconds. * * @public * @return {number} the duration of the sound, in seconds */ getDuration() { return this._player.getDuration(); } /** * Set the playing volume of the sound. * * @public * @param {number} volume - the volume (values should be between 0 and 1) * @param {boolean} [mute= false] - whether or not to mute the sound * @param {boolean} [log= true] - whether of not to log */ setVolume(volume, mute = false, log = true) { this._setAttribute('volume', volume, log); if (typeof this._player !== 'undefined') { this._player.setVolume(volume, mute); } } /** * Set the number of loops. * * @public * @param {number} [loops=0] - how many times to repeat the sound after it has played once. If loops == -1, the sound will repeat indefinitely until stopped. * @param {boolean} [log=true] - whether of not to log */ setLoops(loops = 0, log = true) { this._setAttribute('loops', loops, log); if (typeof this._player !== 'undefined') { this._player.setLoops(loops); } } /** * Set the duration (in seconds) * * @public * @param {number} [secs=0.5] - duration of the tone (in seconds) If secs == -1, the sound will play indefinitely. * @param {boolean} [log=true] - whether of not to log */ setSecs(secs = 0.5, log = true) { this._setAttribute('secs', secs, log); if (typeof this._player !== 'undefined') { this._player.setDuration(secs); } } /** * Identify the appropriate player for the sound. * * @protected * @return {SoundPlayer} the appropriate SoundPlayer * @throws {Object.