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175 lines
5.2 KiB
JavaScript
175 lines
5.2 KiB
JavaScript
/** @module sound */
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/**
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* Sound stimulus.
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*
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* @author Alain Pitiot
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* @version 3.2.0
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* @copyright (c) 2019 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 { PsychoJS } from '../core/PsychoJS';
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import { PsychObject } from '../util/PsychObject';
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import { TonePlayer } from './TonePlayer';
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import { TrackPlayer } from './TrackPlayer';
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/**
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* <p>This class handles sound playing (tones and tracks)</p>
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*
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* <ul>
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* <li> If value is a number then a tone will be generated at that frequency in Hz.</li>
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* <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>
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* </ul>
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*
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* @example
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* [...]
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* const track = new Sound({
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* win: psychoJS.window,
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* value: 440,
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* secs: 0.5
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* });
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* track.setVolume(1.0);
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* track.play(2);
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*
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* @class
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* @extends PsychObject
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* @param {Object} options
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* @param {String} options.name - the name used when logging messages from this stimulus
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* @param {Window} options.win - the associated Window
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* @param {number|string} [options.value= 'C'] - the sound value (see above for a full description)
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* @param {number} [options.octave= 4] - the octave corresponding to the tone (if applicable)
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* @param {number} [options.secs= 0.5] - duration of the tone (in seconds)
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* @param {number} [options.startTime= 0] - start of playback for tracks (in seconds)
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* @param {number} [options.stopTime= -1] - end of playback for tracks (in seconds)
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* @param {boolean} [options.stereo= true] whether or not to play the sound or track in stereo
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* @param {number} [options.volume= 1.0] - volume of the sound (must be between 0 and 1.0)
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* @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.
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* @param {boolean} [options.hamming= true] whether or not to apodize the sound (i.e., the onset and offset smoothly ramped up from down to zero). This only affects tones.
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* @param {boolean} [options.autoLog= true] whether or not to log
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*/
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export class Sound extends PsychObject {
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constructor({
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name,
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win,
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value = 'C',
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octave = 4,
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secs = 0.5,
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startTime = 0,
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stopTime = -1,
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stereo = true,
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volume = 1.0,
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loops = 0,
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hamming = true,
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autoLog = true
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} = {}) {
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super(win._psychoJS, name);
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// the SoundPlayer, e.g. TonePlayer:
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this._player = undefined;
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this._addAttributes(Sound, win, value, octave, secs, startTime, stopTime, stereo, volume, loops, hamming, autoLog);
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// identify an appropriate player:
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this._getPlayer();
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this.status = PsychoJS.Status.NOT_STARTED;
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}
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/**
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* Start playing the sound.
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*
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* <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.
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* Repeat calls to play may results in the sounds being played on top of each other.</p>
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*
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* @public
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* @param {number} [loops= 0] how many times to repeat the sound after it plays once. If loops == -1, the sound will repeat indefinitely until stopped.
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* @param {boolean} [log= true] whether or not to log
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*/
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play(loops, log = true) {
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this.status = PsychoJS.Status.STARTED;
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this._player.play(loops);
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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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* @public
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* @param {Object} options
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* @param {boolean} [options.log= true] - whether or not to log
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*/
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stop({
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log = true
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} = {}) {
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this._player.stop();
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this.status = PsychoJS.Status.STOPPED;
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}
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/**
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* Get the duration of the sound, in seconds.
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*
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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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return this._player.getDuration();
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}
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/**
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* Set the playing volume of the sound.
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*
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* @public
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* @param {number} volume - the volume (values should be between 0 and 1)
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* @param {booleam} [mute= false] - whether or not to mute the sound
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* @param {boolean} [log= true] - whether of not to log
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*/
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setVolume(volume, mute = false, log = true) {
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this._setAttribute('volume', volume, log);
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if (typeof this._player !== 'undefined')
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this._player.setVolume(volume, mute);
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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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* @public
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* @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.
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* @param {boolean} [log=true] - whether of not to log
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*/
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setLoops(loops = 0, log = true) {
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this._setAttribute('loops', loops, log);
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if (typeof this._player !== 'undefined')
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this._player.setLoops(loops);
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}
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/**
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* Identify the appropriate player for the sound.
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*
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* @protected
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* @return {SoundPlayer} the appropriate SoundPlayer
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* @throws {Object.<string, *>} exception if no appropriate SoundPlayer could be found for the sound
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*/
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_getPlayer() {
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const acceptFns = [
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sound => TonePlayer.accept(sound),
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sound => TrackPlayer.accept(sound)
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];
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for (const acceptFn of acceptFns) {
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this._player = acceptFn(this);
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if (typeof this._player !== 'undefined')
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return this._player;
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}
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throw { origin: 'SoundPlayer._getPlayer', context: 'when finding a player for the sound', error: 'could not find an appropriate player.' };
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}
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}
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