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psychojs/js/sound/TonePlayer.js
2018-10-08 16:56:51 +02:00

215 lines
5.2 KiB
JavaScript

/**
* @file Tone Player.
*
* @author Alain Pitiot
* @version 3.0.0b11
* @copyright (c) 2018 Ilixa Ltd. ({@link http://ilixa.com})
* @license Distributed under the terms of the MIT License
*/
import { SoundPlayer } from './SoundPlayer';
/**
* <p>This class handles the playing of tones.</p>
*
* @name module:sound.TonePlayer
* @class
* @extends SoundPlayer
* @param {Object} options
* @param {PsychoJS} options.psychoJS - the PsychoJS instance
* @param {number} [options.duration_s= 0.5] - duration of the tone (in seconds)
* @param {string|number} [options.note= 'C4'] - note (if string) or frequency (if number)
* @param {number} [options.volume= 1.0] - volume of the tone (must be between 0 and 1.0)
* @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.
*/
export class TonePlayer extends SoundPlayer {
constructor({
psychoJS,
note = 'C4',
duration_s = 0.5,
volume = 1.0,
loops = 0
} = {}) {
super(psychoJS);
this._addAttributes(TonePlayer, note, duration_s, volume, loops);
// create a synth: we use a triangular oscillator with hardly any envelope:
this._synthOtions = {
oscillator: {
type: 'triangle'
},
envelope: {
attack: 0.001,
decay: 0.001,
sustain: 1,
release: 0.001
}
};
this._synth = new Tone.Synth(this._synthOtions);
// connect it to a volume node:
this._volumeNode = new Tone.Volume(-60 + volume * 66);
this._synth.connect(this._volumeNode);
// connect the volume node to the master output:
this._volumeNode.toMaster();
// tonejs Loop:
this._toneLoop = null;
}
/**
* Determine whether this player can play the given sound.
*
* @name module:sound.TonePlayer.accept
* @function
* @static
* @public
* @param {module:sound.Sound} - the sound
* @return {Object|undefined} an instance of TonePlayer that can play the given sound or undefined otherwise
*/
static accept(sound) {
// if the sound's value is an integer, we interpret it as a frequency:
if ($.isNumeric(sound.value)) {
// build the player:
const player = new TonePlayer({
psychoJS: sound.psychoJS,
note: sound.value,
duration_s: sound.secs,
volume: sound.volume,
loops: sound.loops
});
return player;
}
// if the sound's value is a string, we check whether it is a note:
if (typeof sound.value === 'string') {
// mapping between the PsychoPY notes and the standard ones:
let psychopyToToneMap = new Map();
for (const note of ['A', 'B', 'C', 'D', 'E', 'F', 'G']) {
psychopyToToneMap.set(note, note);
psychopyToToneMap.set(note + 'fl', note + 'b');
psychopyToToneMap.set(note + 'sh', note + '#');
}
// check whether the sound's value is a recognised note:
const note = psychopyToToneMap.get(sound.value);
if (typeof note !== 'undefined') {
// build the player:
const player = new TonePlayer({
psychoJS: sound.psychoJS,
note: note + sound.octave,
duration_s: sound.secs,
volume: sound.volume,
loops: sound.loops
});
return player;
}
}
// TonePlayer is not an appropriate player for the given sound:
return undefined;
}
/**
* Get the duration of the sound.
*
* @name module:sound.TonePlayer#getDuration
* @function
* @public
* @return {number} the duration of the sound, in seconds
*/
getDuration()
{
return this.duration_s;
}
/**
* Set the number of loops.
*
* @name module:sound.TonePlayer#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;
}
/**
* Set the volume of the tone.
*
* @name module:sound.TonePlayer#setVolume
* @function
* @public
* @param {Integer} volume - the volume of the tone
* @param {booleam} [mute= false] - whether or not to mute the tone
*/
setVolume(volume, mute = false) {
this._volume = volume;
if (typeof this._volumeNode !== 'undefined') {
this._volumeNode.mute = mute;
this._synth.volume.value = -60 + volume * 66;
}
}
/**
* Start playing the sound.
*
* @name module:sound.TonePlayer#play
* @function
* @public
* @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.
*/
play(loops) {
if (typeof loops !== 'undefined')
this._loops = loops;
const self = this;
const callback = time => { self._synth.triggerAttackRelease(self._note, self.duration_s, Tone.now()); };
if (this.loops == 0)
this._toneId = Tone.Transport.scheduleOnce(callback, Tone.now());
else if (this.loops == -1)
this._toneId = Tone.Transport.scheduleRepeat(
callback,
this.duration_s,
Tone.now(),
Tone.Infinity
);
else
this._toneId = Tone.Transport.scheduleRepeat(
callback,
this.duration_s,
Tone.now(),
this.duration_s * (this._loops+1)
);
}
/**
* Stop playing the sound immediately.
*
* @name module:sound.TonePlayer#stop
* @function
* @public
*/
stop() {
if (this._toneId)
Tone.Transport.clear(this._toneId);
}
}
// Start the Tone Transport
Tone.Transport.start(Tone.now());