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https://github.com/psychopy/psychojs.git
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215 lines
5.2 KiB
JavaScript
215 lines
5.2 KiB
JavaScript
/**
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* @file Tone Player.
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*
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* @author Alain Pitiot
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* @version 3.0.0b11
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* @copyright (c) 2018 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 {PsychoJS} options.psychoJS - the PsychoJS instance
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* @param {number} [options.duration_s= 0.5] - duration of the tone (in seconds)
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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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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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} = {}) {
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super(psychoJS);
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this._addAttributes(TonePlayer, note, duration_s, volume, loops);
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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: 'triangle'
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},
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envelope: {
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attack: 0.001,
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decay: 0.001,
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sustain: 1,
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release: 0.001
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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 + 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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// tonejs Loop:
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this._toneLoop = null;
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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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* @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} - 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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// 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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// build the player:
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const player = 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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return player;
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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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// 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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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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// build the player:
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const player = 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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return player;
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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 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 {booleam} [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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this._volume = volume;
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if (typeof this._volumeNode !== 'undefined') {
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this._volumeNode.mute = mute;
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this._synth.volume.value = -60 + volume * 66;
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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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if (typeof loops !== 'undefined')
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this._loops = loops;
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const self = this;
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const callback = time => { self._synth.triggerAttackRelease(self._note, self.duration_s, Tone.now()); };
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if (this.loops == 0)
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this._toneId = Tone.Transport.scheduleOnce(callback, Tone.now());
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else if (this.loops == -1)
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this._toneId = Tone.Transport.scheduleRepeat(
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callback,
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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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else
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this._toneId = Tone.Transport.scheduleRepeat(
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callback,
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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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* 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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if (this._toneId)
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Tone.Transport.clear(this._toneId);
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}
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}
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// Start the Tone Transport
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Tone.Transport.start(Tone.now());
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