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index.js
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index.js
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/**
* @fileOverview
* WAVE audio library module for buffer playing.
* Caution: speed changes may harm state handling.
* @author Karim Barkati
* @version 0.2.0
*/
var events = require('events');
/**
* Function invocation pattern for a simple player.
* @public
*/
var createPlayer = function createPlayer(audioBuffer) {
'use strict';
var eventEmitter = new events.EventEmitter();
/**
* Simple player object as an ECMAScript5 properties object.
*/
var playerObject = {
// Private properties
context: {
writable: true
},
source: {
writable: true
},
buffer: {
writable: true
},
gainNode: {
writable: true
},
outputNode: {
writable: true
},
speed: {
writable: true,
value: 1
},
gain: {
writable: true
},
loop: {
writable: true,
value: false
},
// For resuming after pause
startPosition: {
writable: true,
value: 0
},
startedAtTime: {
writable: true,
value: 0
},
// Player status
IS_PLAYING: {
value: "is_playing"
},
IS_PAUSED: {
value: "is_paused"
},
IS_STOPPED: {
value: "is_stopped"
},
status: {
writable: true
},
/**
* Mandatory initialization method.
* @public
* @chainable
*/
init: {
enumerable: true,
value: function(audioBuffer) {
this.context = window.audioContext;
this.setBuffer(audioBuffer);
this.status = this.IS_STOPPED;
// Create web audio nodes, relying on the given audio context.
this.gainNode = this.context.createGain();
this.outputNode = this.context.createGain(); // dummy node to provide a web audio-like output node
// this.on('ended', function() {
// console.log("Audio playing ended.");
// });
return this; // for chainability
}
},
/**
* Web audio API-like connect method.
* @public
* @chainable
*/
connect: {
enumerable: true,
value: function(target) {
this.outputNode = target;
this.gainNode.connect(this.outputNode || this.context.destination);
return this; // for chainability
}
},
/**
* Web audio API-like disconnect method.
* @public
* @chainable
*/
disconnect: {
enumerable: true,
value: function(output) {
this.gainNode.disconnect(output);
return this; // for chainability
}
},
/**
* Set buffer and bufferDuration.
* @public
* @chainable
*/
setBuffer: {
enumerable: true,
value: function(buffer) {
if (buffer) {
this.buffer = buffer;
this.bufferDuration = buffer.duration;
return this; // for chainability
} else {
throw "Buffer setting error";
}
}
},
/**
* Set gain value and squared volume.
* @public
* @chainable
*/
setGain: {
enumerable: true,
value: function(gain) {
if (gain) {
this.gain = gain;
// Let's use an x-squared curve since simple linear (x) does not sound as good.
this.gainNode.gain.value = gain * gain;
return this; // for chainability
} else {
throw "Gain setting error";
}
}
},
/**
* Set playback speed.
* @public
* @chainable
*/
setSpeed: {
enumerable: true,
value: function(val) {
if (val) {
this.speed = val;
if (this.source)
this.source.playbackRate.value = this.speed;
return this; // for chainability
} else {
throw "Speed setting error";
}
}
},
/**
* Enable or disable looping playback.
* @public
* @chainable
*/
enableLoop: {
enumerable: true,
value: function(bool) {
this.loop = bool;
if (this.status !== this.IS_STOPPED) {
this.source.loop = this.loop;
}
return this; // for chainability
}
},
/**
* Start playing.
* @public
*/
start: {
enumerable: true,
value: function() {
// Lock playing to avoid multiple sources creation.
if (this.status !== this.IS_PLAYING) {
// Configure a BufferSource.
this.startedAtTime = this.context.currentTime;
this.source = this.context.createBufferSource();
this.source.buffer = this.buffer;
this.source.playbackRate.value = this.speed;
this.source.loop = this.loop;
this.source.connect(this.gainNode);
// Resume but make sure we stay in bound of the buffer.
var offset = this.startPosition % this.buffer.duration;
this.source.start(0, offset); // optional 3rd argument as duration
this.status = this.IS_PLAYING;
this.setOnendedCallback();
return offset;
} else {
console.log("Already playing.");
}
}
},
/**
* Stop playing.
* @public
*/
stop: {
enumerable: true,
value: function() {
if (this.status === this.IS_PLAYING) {
this.source.stop(0);
}
if (this.status !== this.IS_STOPPED) {
this.status = this.IS_STOPPED;
this.startPosition = 0;
return this.startPosition;
} else {
console.log("Already stopped.");
}
}
},
/**
* Pause playing.
* @public
*/
pause: {
enumerable: true,
value: function() {
if (this.status === this.IS_PLAYING) {
this.status = this.IS_PAUSED;
this.source.stop(0);
// Measure how much time passed since the last pause.
this.startPosition = this.startPosition + this.getElapsedDuration();
return this.startPosition;
} else {
console.log("Not playing.");
}
}
},
/**
* Seek buffer position (in sec).
* @public
*/
seek: {
enumerable: true,
value: function(pos) {
if (this.status === this.IS_PLAYING) {
this.stop();
this.startPosition = pos % this.bufferDuration;
this.start();
} else {
this.startPosition = pos % this.bufferDuration;
}
return this.startPosition;
}
},
/**
* Get player status.
* @public
*/
getStatus: {
enumerable: true,
value: function() {
return this.status;
}
},
/**
* Event listener.
* @public
*/
on: {
enumerable: true,
value: eventEmitter.on
},
/**
* Event emitter.
* @private
*/
emit: {
enumerable: false,
value: eventEmitter.emit
},
/**
* Compute elapsed duration since previous position change.
* @private
* @todo Handle speed changes.
*/
getElapsedDuration: {
enumerable: false,
value: function() {
return this.context.currentTime - this.startedAtTime;
}
},
/**
* Release playing flag when the end of the buffer is reached.
* @private
* @todo Handle speed changes.
*/
setOnendedCallback: {
enumerable: false,
value: function() {
var that = this;
// Release source playing flag when the end of the buffer is reached.
// Issue: the event comes late and is emitted on every source.stop(),
// so it is necessary to check elapsed duration,
// but speed changes can mess it up...
this.source.onended = function() {
console.log("Elapsed duration on \'ended\' event:",
that.getElapsedDuration() + that.startPosition,
"sec");
if ((that.status !== that.IS_PAUSED) && (that.getElapsedDuration() + that.startPosition > that.bufferDuration)) {
if (!that.loop) {
that.status = that.IS_STOPPED;
that.startPosition = 0;
}
that.emit("ended", that.startPosition);
}
};
}
},
};
// Instantiate an object.
var player = Object.create({}, playerObject);
return player.init(audioBuffer);
};
// CommonJS function export
module.exports = createPlayer;