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427 lines
13 KiB
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<title>JSDoc: Source: sound/TonePlayer.js</title>
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<h1 class="page-title">Source: sound/TonePlayer.js</h1>
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<pre class="prettyprint source linenums"><code>/**
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* Tone Player.
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*
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* @author Alain Pitiot
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* @version 2020.5
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* @copyright (c) 2020 Ilixa Ltd. ({@link http://ilixa.com})
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* @license Distributed under the terms of the MIT License
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*/
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import {SoundPlayer} from './SoundPlayer';
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/**
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* <p>This class handles the playing of tones.</p>
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*
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* @name module:sound.TonePlayer
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* @class
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* @extends SoundPlayer
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* @param {Object} options
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* @param {module:core.PsychoJS} options.psychoJS - the PsychoJS instance
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* @param {number} [options.duration_s= 0.5] - duration of the tone (in seconds). If duration_s == -1, the sound will play indefinitely.
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* @param {string|number} [options.note= 'C4'] - note (if string) or frequency (if number)
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* @param {number} [options.volume= 1.0] - volume of the tone (must be between 0 and 1.0)
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* @param {number} [options.loops= 0] - how many times to repeat the tone after it has played once. If loops == -1, the tone will repeat indefinitely until stopped.
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*/
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export class TonePlayer extends SoundPlayer
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{
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constructor({
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psychoJS,
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note = 'C4',
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duration_s = 0.5,
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volume = 1.0,
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loops = 0,
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soundLibrary = TonePlayer.SoundLibrary.TONE_JS,
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autoLog = true
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} = {})
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{
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super(psychoJS);
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this._addAttributes(TonePlayer, note, duration_s, volume, loops, soundLibrary, autoLog);
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// initialise the sound library:
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this._initSoundLibrary();
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// Tone.js Loop:
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this._toneLoop = null;
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if (this._autoLog)
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{
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this._psychoJS.experimentLogger.exp(`Created ${this.name} = ${this.toString()}`);
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}
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}
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/**
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* Determine whether this player can play the given sound.
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*
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* <p>Note: if TonePlayer accepts the sound but Tone.js is not available, e.g. if the browser is IE11,
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* we throw an exception.</p>
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*
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* @name module:sound.TonePlayer.accept
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* @function
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* @static
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* @public
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* @param {module:sound.Sound} sound - the sound
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* @return {Object|undefined} an instance of TonePlayer that can play the given sound or undefined otherwise
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*/
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static accept(sound)
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{
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// if the sound's value is an integer, we interpret it as a frequency:
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if ($.isNumeric(sound.value))
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{
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return new TonePlayer({
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psychoJS: sound.psychoJS,
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note: sound.value,
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duration_s: sound.secs,
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volume: sound.volume,
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loops: sound.loops
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});
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}
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// if the sound's value is a string, we check whether it is a note:
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if (typeof sound.value === 'string')
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{
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// mapping between the PsychoPY notes and the standard ones:
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let psychopyToToneMap = new Map();
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for (const note of ['A', 'B', 'C', 'D', 'E', 'F', 'G'])
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{
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psychopyToToneMap.set(note, note);
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psychopyToToneMap.set(note + 'fl', note + 'b');
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psychopyToToneMap.set(note + 'sh', note + '#');
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}
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// check whether the sound's value is a recognised note:
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const note = psychopyToToneMap.get(sound.value);
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if (typeof note !== 'undefined')
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{
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return new TonePlayer({
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psychoJS: sound.psychoJS,
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note: note + sound.octave,
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duration_s: sound.secs,
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volume: sound.volume,
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loops: sound.loops
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});
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}
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}
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// TonePlayer is not an appropriate player for the given sound:
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return undefined;
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}
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/**
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* Get the duration of the sound.
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*
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* @name module:sound.TonePlayer#getDuration
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* @function
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* @public
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* @return {number} the duration of the sound, in seconds
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*/
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getDuration()
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{
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return this.duration_s;
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}
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/**
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* Set the duration of the tone.
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*
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* @name module:sound.TonePlayer#setDuration
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* @function
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* @public
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* @param {Integer} duration_s - dthe uration of the tone (in seconds) If duration_s == -1, the sound will play indefinitely.
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*/
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setDuration(duration_s)
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{
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this.duration_s = duration_s;
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}
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/**
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* Set the number of loops.
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*
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* @name module:sound.TonePlayer#setLoops
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* @function
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* @public
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* @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.
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*/
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setLoops(loops)
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{
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this._loops = loops;
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}
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/**
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* Set the volume of the tone.
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*
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* @name module:sound.TonePlayer#setVolume
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* @function
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* @public
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* @param {Integer} volume - the volume of the tone
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* @param {boolean} [mute= false] - whether or not to mute the tone
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*/
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setVolume(volume, mute = false)
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{
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this._volume = volume;
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if (this._soundLibrary === TonePlayer.SoundLibrary.TONE_JS)
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{
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if (typeof this._volumeNode !== 'undefined')
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{
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this._volumeNode.mute = mute;
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this._volumeNode.volume.value = -60 + volume * 66;
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// this._synth.volume.value = -60 + volume * 66;
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}
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else
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{
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// TODO
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}
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}
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else
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{
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// TODO
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}
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}
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/**
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* Start playing the sound.
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*
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* @name module:sound.TonePlayer#play
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* @function
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* @public
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* @param {boolean} [loops] - how many times to repeat the sound after it has played once. If loops == -1, the sound will repeat indefinitely until stopped.
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*/
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play(loops)
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{
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if (typeof loops !== 'undefined')
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{
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this._loops = loops;
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}
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// if duration_s == -1, the sound should play indefinitely, therefore we use an arbitrarily long playing time
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const actualDuration_s = (this._duration_s === -1) ? 1000000 : this._duration_s;
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const self = this;
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let playToneCallback;
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if (this._soundLibrary === TonePlayer.SoundLibrary.TONE_JS)
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{
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playToneCallback = () =>
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{
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self._synth.triggerAttackRelease(self._note, actualDuration_s, Tone.context.currentTime);
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};
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}
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else
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{
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playToneCallback = () =>
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{
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self._webAudioOscillator = self._audioContext.createOscillator();
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self._webAudioOscillator.type = 'sine';
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self._webAudioOscillator.frequency.value = 440;
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self._webAudioOscillator.connect(self._audioContext.destination);
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const contextCurrentTime = self._audioContext.currentTime;
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self._webAudioOscillator.start(contextCurrentTime);
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self._webAudioOscillator.stop(contextCurrentTime + actualDuration_s);
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};
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}
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// play just once:
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if (this.loops === 0)
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{
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playToneCallback();
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}
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// repeat forever:
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else if (this.loops === -1)
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{
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this._toneId = Tone.Transport.scheduleRepeat(
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playToneCallback,
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this.duration_s,
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Tone.now(),
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Tone.Infinity
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);
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}
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else
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// repeat this._loops times:
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{
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this._toneId = Tone.Transport.scheduleRepeat(
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playToneCallback,
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this.duration_s,
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Tone.now(),
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this.duration_s * (this._loops + 1)
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);
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}
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}
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/**
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* Stop playing the sound immediately.
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*
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* @name module:sound.TonePlayer#stop
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* @function
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* @public
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*/
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stop()
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{
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if (this._soundLibrary === TonePlayer.SoundLibrary.TONE_JS)
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{
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// trigger the release of the sound, immediately:
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this._synth.triggerRelease();
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// clear the repeat event if need be:
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if (this._toneId)
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{
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Tone.Transport.clear(this._toneId);
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}
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}
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else
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{
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const contextCurrentTime = this._audioContext.currentTime;
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this._webAudioOscillator.stop(contextCurrentTime);
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}
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}
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/**
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* Initialise the sound library.
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*
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* <p>Note: if TonePlayer accepts the sound but Tone.js is not available, e.g. if the browser is IE11,
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* we throw an exception.</p>
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*
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* @name module:sound.TonePlayer._initSoundLibrary
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* @function
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* @protected
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*/
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_initSoundLibrary()
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{
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const response = {
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origin: 'TonePlayer._initSoundLibrary',
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context: 'when initialising the sound library'
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};
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if (this._soundLibrary === TonePlayer.SoundLibrary.TONE_JS)
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{
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// check that Tone.js is available:
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if (typeof Tone === 'undefined')
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{
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throw Object.assign(response, {
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error: "Tone.js is not available. A different sound library must be selected. Please contact the experiment designer."
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});
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}
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// start the Tone Transport if it has not started already:
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if (typeof Tone !== 'undefined' && Tone.Transport.state !== 'started')
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{
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this.psychoJS.logger.info('[PsychoJS] start Tone Transport');
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Tone.Transport.start(Tone.now());
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// this is necessary to prevent Tone from introducing a delay when triggering a note
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// ( see https://github.com/Tonejs/Tone.js/issues/306#issuecomment-365989984 )
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Tone.context.lookAhead = 0;
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}
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// create a synth: we use a triangular oscillator with hardly any envelope:
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this._synthOtions = {
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oscillator: {
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type: 'square' //'triangle'
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},
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envelope: {
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attack: 0.001, // 1ms
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decay: 0.001, // 1ms
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sustain: 1,
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release: 0.001 // 1ms
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}
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};
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this._synth = new Tone.Synth(this._synthOtions);
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// connect it to a volume node:
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this._volumeNode = new Tone.Volume(-60 + this._volume * 66);
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this._synth.connect(this._volumeNode);
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// connect the volume node to the master output:
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this._volumeNode.toMaster();
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}
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else
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{
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// create an AudioContext:
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if (typeof this._audioContext === 'undefined')
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{
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const AudioContext = window.AudioContext || window.webkitAudioContext;
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// if AudioContext is not available (e.g. on IE), we throw an exception:
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if (typeof AudioContext === 'undefined')
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{
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throw Object.assign(response, {
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error: `AudioContext is not available on your browser, ${this._psychoJS.browser}, please contact the experiment designer.`
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});
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}
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this._audioContext = new AudioContext();
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}
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}
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}
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}
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/**
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*
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* @type {{TONE_JS: *, AUDIO_CONTEXT: *}}
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*/
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TonePlayer.SoundLibrary = {
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AUDIO_CONTEXT: Symbol.for('AUDIO_CONTEXT'),
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TONE_JS: Symbol.for('TONE_JS')
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};
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</code></pre>
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</article>
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</section>
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<nav>
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<h2><a href="index.html">Home</a></h2><h3>Modules</h3><ul><li><a href="module-core.html">core</a></li><li><a href="module-data.html">data</a></li><li><a href="module-sound.html">sound</a></li><li><a href="module-util.html">util</a></li><li><a href="module-visual.html">visual</a></li></ul><h3>Classes</h3><ul><li><a href="module-core.BuilderKeyResponse.html">BuilderKeyResponse</a></li><li><a href="module-core.EventManager.html">EventManager</a></li><li><a href="module-core.GUI.html">GUI</a></li><li><a href="module-core.Keyboard.html">Keyboard</a></li><li><a href="module-core.KeyPress.html">KeyPress</a></li><li><a href="module-core.Logger.html">Logger</a></li><li><a href="module-core.MinimalStim.html">MinimalStim</a></li><li><a href="module-core.Mouse.html">Mouse</a></li><li><a href="module-core.PsychoJS.html">PsychoJS</a></li><li><a href="module-core.ServerManager.html">ServerManager</a></li><li><a href="module-core.Window.html">Window</a></li><li><a href="module-data.ExperimentHandler.html">ExperimentHandler</a></li><li><a href="module-data.TrialHandler.html">TrialHandler</a></li><li><a href="module-sound.Sound.html">Sound</a></li><li><a href="module-sound.TonePlayer.html">TonePlayer</a></li><li><a href="module-sound.TrackPlayer.html">TrackPlayer</a></li><li><a href="module-util.Clock.html">Clock</a></li><li><a href="module-util.Color.html">Color</a></li><li><a href="module-util.CountdownTimer.html">CountdownTimer</a></li><li><a href="module-util.EventEmitter.html">EventEmitter</a></li><li><a href="module-util.MixinBuilder.html">MixinBuilder</a></li><li><a href="module-util.MonotonicClock.html">MonotonicClock</a></li><li><a href="module-util.PsychObject.html">PsychObject</a></li><li><a href="module-util.Scheduler.html">Scheduler</a></li><li><a href="module-visual.Form.html">Form</a></li><li><a href="module-visual.ImageStim.html">ImageStim</a></li><li><a href="module-visual.MovieStim.html">MovieStim</a></li><li><a href="module-visual.Polygon.html">Polygon</a></li><li><a href="module-visual.Rect.html">Rect</a></li><li><a href="module-visual.ShapeStim.html">ShapeStim</a></li><li><a href="module-visual.Slider.html">Slider</a></li><li><a href="module-visual.TextBox.html">TextBox</a></li><li><a href="module-visual.TextStim.html">TextStim</a></li><li><a href="module-visual.VisualStim.html">VisualStim</a></li><li><a href="TextInput.html">TextInput</a></li></ul><h3>Interfaces</h3><ul><li><a href="module-sound.SoundPlayer.html">SoundPlayer</a></li></ul><h3>Mixins</h3><ul><li><a href="module-core.WindowMixin.html">WindowMixin</a></li><li><a href="module-util.ColorMixin.html">ColorMixin</a></li></ul>
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