/**
* Track Player.
*
* @author Alain Pitiot
* @version 2020.2
* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
*/
import {SoundPlayer} from './SoundPlayer';
/**
* <p>This class handles the playback of sound tracks.</p>
*
* @name module:sound.TrackPlayer
* @class
* @extends SoundPlayer
* @param {Object} options
* @param {module:core.PsychoJS} options.psychoJS - the PsychoJS instance
* @param {Object} options.howl - the sound object (see {@link https://howlerjs.com/})
* @param {number} [options.startTime= 0] - start of playback (in seconds)
* @param {number} [options.stopTime= -1] - end of playback (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 *
* @todo stopTime is currently not implemented (tracks will play from startTime to finish)
* @todo stereo is currently not implemented
*/
export class TrackPlayer extends SoundPlayer
{
constructor({
psychoJS,
howl,
startTime = 0,
stopTime = -1,
stereo = true,
volume = 0,
loops = 0
} = {})
{
super(psychoJS);
this._addAttribute('howl', howl);
this._addAttribute('startTime', startTime);
this._addAttribute('stopTime', stopTime);
this._addAttribute('stereo', stereo);
this._addAttribute('loops', loops);
this._addAttribute('volume', volume);
this._currentLoopIndex = -1;
}
/**
* Determine whether this player can play the given sound.
*
* @name module:sound.TrackPlayer.accept
* @function
* @static
* @public
* @param {module:sound.Sound} - the sound
* @return {Object|undefined} an instance of TrackPlayer that can play the given sound or undefined otherwise
*/
static accept(sound)
{
// if the sound's value is a string, we check whether it is the name of a resource:
if (typeof sound.value === 'string')
{
const howl = sound.psychoJS.serverManager.getResource(sound.value);
if (typeof howl !== 'undefined')
{
// build the player:
const player = new TrackPlayer({
psychoJS: sound.psychoJS,
howl: howl,
startTime: sound.startTime,
stopTime: sound.stopTime,
stereo: sound.stereo,
loops: sound.loops,
volume: sound.volume
});
return player;
}
}
// TonePlayer is not an appropriate player for the given sound:
return undefined;
}
/**
* Get the duration of the sound, in seconds.
*
* @name module:sound.TrackPlayer#getDuration
* @function
* @public
* @return {number} the duration of the track, in seconds
*/
getDuration()
{
return this._howl.duration();
}
/**
* Set the duration of the default sprite.
*
* @name module:sound.TrackPlayer#setDuration
* @function
* @public
* @param {number} duration_s - the duration of the track in seconds
*/
setDuration(duration_s)
{
if (typeof this._howl !== 'undefined')
{
// Unfortunately Howler.js provides duration setting method
this._howl._duration = duration_s;
}
}
/**
* Set the volume of the tone.
*
* @name module:sound.TrackPlayer#setVolume
* @function
* @public
* @param {Integer} volume - the volume of the track (must be between 0 and 1.0)
* @param {boolean} [mute= false] - whether or not to mute the track
*/
setVolume(volume, mute = false)
{
this._volume = volume;
this._howl.volume(volume);
this._howl.mute(mute);
}
/**
* Set the number of loops.
*
* @name module:sound.TrackPlayer#setLoops
* @function
* @public
* @param {number} loops - how many times to repeat the track after it has played once. If loops == -1, the track will repeat indefinitely until stopped.
*/
setLoops(loops)
{
this._loops = loops;
this._currentLoopIndex = -1;
if (loops === 0)
{
this._howl.loop(false);
}
else
{
this._howl.loop(true);
}
}
/**
* Start playing the sound.
*
* @name module:sound.TrackPlayer#play
* @function
* @public
* @param {number} loops - how many times to repeat the track after it has played once. If loops == -1, the track will repeat indefinitely until stopped.
*/
play(loops)
{
if (typeof loops !== 'undefined')
{
this.setLoops(loops);
}
// handle repeats:
if (loops > 0)
{
const self = this;
this._howl.on('end', (event) =>
{
++this._currentLoopIndex;
if (self._currentLoopIndex > self._loops)
{
self.stop();
}
else
{
self._howl.seek(self._startTime);
self._howl.play();
}
});
}
this._howl.seek(this._startTime);
this._howl.play();
}
/**
* Stop playing the sound immediately.
*
* @name module:sound.TrackPlayer#stop
* @function
* @public
*/
stop()
{
this._howl.stop();
this._howl.off('end');
}
}