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11 KiB
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<title>JSDoc: Source: sound/Sound.js</title>
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<h1 class="page-title">Source: sound/Sound.js</h1>
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<section>
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<article>
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<pre class="prettyprint source linenums"><code>/** @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 2021.2.0
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* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2021 Open Science Tools Ltd. (https://opensciencetools.org)
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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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import {AudioClipPlayer} from './AudioClipPlayer';
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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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* <p> Note: the PsychoPy hamming parameter has not been implemented yet. It might be rather tricky to do so using
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* Tone.js</p>
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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 {module:core.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) If secs == -1, the sound will play indefinitely.
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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.autoLog= true] whether or not to log
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*/
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export class Sound extends PsychObject
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{
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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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{
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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._addAttribute('win', win);
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this._addAttribute('value', value);
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this._addAttribute('octave', octave);
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this._addAttribute('secs', secs);
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this._addAttribute('startTime', startTime);
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this._addAttribute('stopTime', stopTime);
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this._addAttribute('stereo', stereo);
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this._addAttribute('volume', volume);
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this._addAttribute('loops', loops);
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this._addAttribute('autoLog', 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 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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{
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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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{
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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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{
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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 {boolean} [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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{
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this._setAttribute('volume', volume, log);
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if (typeof this._player !== 'undefined')
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{
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this._player.setVolume(volume, mute);
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}
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}
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/**
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* Set the sound value on demand past initialisation.
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*
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* @public
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* @param {object} sound - a sound instance to replace the current one
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* @param {boolean} [log= true] - whether or not to log
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*/
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setSound(sound, log = true)
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{
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if (sound instanceof Sound)
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{
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this._setAttribute('value', sound.value, log);
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if (typeof this._player !== 'undefined')
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{
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this._player = this._player.constructor.accept(this);
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}
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// Be fluent?
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return this;
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}
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throw {
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origin: 'Sound.setSound',
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context: 'when replacing the current sound',
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error: 'invalid input, need an instance of the Sound class.'
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};
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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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{
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this._setAttribute('loops', loops, log);
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if (typeof this._player !== 'undefined')
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{
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this._player.setLoops(loops);
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}
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}
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/**
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* Set the duration (in seconds)
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*
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* @public
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* @param {number} [secs=0.5] - duration of the tone (in seconds) If secs == -1, the sound will play indefinitely.
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* @param {boolean} [log=true] - whether or not to log
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*/
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setSecs(secs = 0.5, log = true)
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{
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this._setAttribute('secs', secs, log);
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if (typeof this._player !== 'undefined')
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{
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this._player.setDuration(secs);
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}
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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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{
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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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sound => AudioClipPlayer.accept(sound)
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];
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for (const acceptFn of acceptFns)
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{
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this._player = acceptFn(this);
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if (typeof this._player !== 'undefined')
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{
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return this._player;
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}
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}
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throw {
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origin: 'SoundPlayer._getPlayer',
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context: 'when finding a player for the sound',
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error: 'could not find an appropriate player.'
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};
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}
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}
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</code></pre>
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</article>
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</section>
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</div>
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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.AudioClip.html">AudioClip</a></li><li><a href="module-sound.AudioClipPlayer.html">AudioClipPlayer</a></li><li><a href="module-sound.Microphone.html">Microphone</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.ButtonStim.html">ButtonStim</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></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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