/** @module sound */
/**
* Sound stimulus.
*
* @author Alain Pitiot
* @version 2021.2.0
* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2021 Open Science Tools Ltd. (https://opensciencetools.org)
* @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';
import {AudioClipPlayer} from './AudioClipPlayer';
/**
* <p>This class handles sound playing (tones and tracks)</p>
*
* <ul>
* <li> If value is a number then a tone will be generated at that frequency in Hz.</li>
* <li> It value is a string, it must either be a note in the PsychoPy format (e.g 'A', 'Bfl', 'B', 'C', 'Csh'), in which case an octave must also be given, or the name of the resource track.</li>
* </ul>
*
* <p> Note: the PsychoPy hamming parameter has not been implemented yet. It might be rather tricky to do so using
* Tone.js</p>
*
* @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._addAttribute('win', win);
this._addAttribute('value', value);
this._addAttribute('octave', octave);
this._addAttribute('secs', secs);
this._addAttribute('startTime', startTime);
this._addAttribute('stopTime', stopTime);
this._addAttribute('stereo', stereo);
this._addAttribute('volume', volume);
this._addAttribute('loops', loops);
this._addAttribute('autoLog', autoLog);
// identify an appropriate player:
this._getPlayer();
this.status = PsychoJS.Status.NOT_STARTED;
}
/**
* Start playing the sound.
*
* <p> 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.</p>
*
* @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 sound value on demand past initialisation.
*
* @public
* @param {object} sound - a sound instance to replace the current one
* @param {boolean} [log= true] - whether or not to log
*/
setSound(sound, log = true)
{
if (sound instanceof Sound)
{
this._setAttribute('value', sound.value, log);
if (typeof this._player !== 'undefined')
{
this._player = this._player.constructor.accept(this);
}
// Be fluent?
return this;
}
throw {
origin: 'Sound.setSound',
context: 'when replacing the current sound',
error: 'invalid input, need an instance of the Sound class.'
};
}
/**
* 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 or 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.<string, *>} exception if no appropriate SoundPlayer could be found for the sound
*/
_getPlayer()
{
const acceptFns = [
sound => TonePlayer.accept(sound),
sound => TrackPlayer.accept(sound),
sound => AudioClipPlayer.accept(sound)
];
for (const acceptFn of acceptFns)
{
this._player = acceptFn(this);
if (typeof this._player !== 'undefined')
{
return this._player;
}
}
throw {
origin: 'SoundPlayer._getPlayer',
context: 'when finding a player for the sound',
error: 'could not find an appropriate player.'
};
}
}