Use stack timer for timing of drum, note and rest blocks.

This commit is contained in:
Eric Rosenbaum committed 2017-11-13 10:43:09 -05:00
1 parent db3b0ca204
commit be25cd93bd
1 file changed
+93 -65
+93 -65
View File
@@ -260,17 +260,22 @@ class Scratch3MusicBlocks {
* @param {object} util - utility object provided by the runtime.
* @property {int} DRUM - the number of the drum to play.
* @property {number} BEATS - the duration in beats of the drum sound.
* @return {Promise} - a promise which will resolve at the end of the duration.
*/
playDrumForBeats (args, util) {
let drum = Cast.toNumber(args.DRUM);
drum -= 1; // drums are one-indexed
if (typeof this.runtime.audioEngine === 'undefined') return;
drum = MathUtil.wrapClamp(drum, 0, this.runtime.audioEngine.numDrums - 1);
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
if (util.target.audioPlayer === null) return;
return util.target.audioPlayer.playDrumForBeats(drum, beats);
if (this._stackTimerNeedsInit(util)) {
let drum = Cast.toNumber(args.DRUM);
drum -= 1; // drums are one-indexed
if (typeof this.runtime.audioEngine === 'undefined') return;
drum = MathUtil.wrapClamp(drum, 0, this.runtime.audioEngine.numDrums - 1);
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
if (util.target.audioPlayer !== null) {
util.target.audioPlayer.playDrumForBeats(drum, beats);
}
this._startStackTimer(util, this._beatsToSec(beats));
} else {
this._checkStackTimer(util);
}
}
/**
@@ -278,12 +283,15 @@ class Scratch3MusicBlocks {
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
* @property {number} BEATS - the duration in beats of the rest.
* @return {Promise} - a promise which will resolve at the end of the duration.
*/
restForBeats (args, util) {
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
this._waitForBeats(beats, util);
if (this._stackTimerNeedsInit(util)) {
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
this._startStackTimer(util, this._beatsToSec(beats));
} else {
this._checkStackTimer(util);
}
}
/**
@@ -292,17 +300,80 @@ class Scratch3MusicBlocks {
* @param {object} util - utility object provided by the runtime.
* @property {number} NOTE - the pitch of the note to play, interpreted as a MIDI note number.
* @property {number} BEATS - the duration in beats of the note.
* @return {Promise} - a promise which will resolve at the end of the duration.
*/
playNoteForBeats (args, util) {
let note = Cast.toNumber(args.NOTE);
note = MathUtil.clamp(note, Scratch3MusicBlocks.MIDI_NOTE_RANGE.min, Scratch3MusicBlocks.MIDI_NOTE_RANGE.max);
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
const musicState = this._getMusicState(util.target);
const inst = musicState.currentInstrument;
if (typeof this.runtime.audioEngine === 'undefined') return;
return this.runtime.audioEngine.playNoteForBeatsWithInstAndVol(note, beats, inst, 100);
if (this._stackTimerNeedsInit(util)) {
let note = Cast.toNumber(args.NOTE);
note = MathUtil.clamp(note,
Scratch3MusicBlocks.MIDI_NOTE_RANGE.min, Scratch3MusicBlocks.MIDI_NOTE_RANGE.max);
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
const musicState = this._getMusicState(util.target);
const inst = musicState.currentInstrument;
if (typeof this.runtime.audioEngine !== 'undefined') {
this.runtime.audioEngine.playNoteForBeatsWithInstAndVol(note, beats, inst, 100);
}
this._startStackTimer(util, this._beatsToSec(beats));
} else {
this._checkStackTimer(util);
}
}
/**
* Clamp a duration in beats to the allowed min and max duration.
* @param {number} beats - a duration in beats.
* @return {number} - the clamped duration.
* @private
*/
_clampBeats (beats) {
return MathUtil.clamp(beats, Scratch3MusicBlocks.BEAT_RANGE.min, Scratch3MusicBlocks.BEAT_RANGE.max);
}
/**
* Convert a number of beats to a number of seconds, using the current tempo.
* @param {number} beats - number of beats to convert to secs.
* @return {number} seconds - number of seconds `beats` will last.
* @private
*/
_beatsToSec (beats) {
return (60 / this.tempo) * beats;
}
/**
* Check if the stack timer needs initialization.
* @param {object} util - utility object provided by the runtime.
* @return {boolean} - true if the stack timer needs to be initialized.
* @private
*/
_stackTimerNeedsInit (util) {
return !util.stackFrame.timer;
}
/**
* Start the stack timer and the yield the thread if necessary.
* @param {object} util - utility object provided by the runtime.
* @param {number} duration - a duration in seconds to set the timer for.
* @private
*/
_startStackTimer (util, duration) {
util.stackFrame.timer = new Timer();
util.stackFrame.timer.start();
util.stackFrame.duration = duration;
if (util.stackFrame.duration > 0) {
util.yield();
}
}
/**
* Check the stack timer, and if its time is not up yet, yield the thread.
* @param {object} util - utility object provided by the runtime.
* @private
*/
_checkStackTimer (util) {
const timeElapsed = util.stackFrame.timer.timeElapsed();
if (timeElapsed < util.stackFrame.duration * 1000) {
util.yield();
}
}
/**
@@ -322,49 +393,6 @@ class Scratch3MusicBlocks {
return this.runtime.audioEngine.instrumentPlayer.loadInstrument(musicState.currentInstrument);
}
/**
* Convert a number of beats to a number of seconds, using the current tempo.
* @param {number} beats - number of beats to convert to secs.
* @return {number} seconds - number of seconds `beats` will last.
* @private
*/
_beatsToSec (beats) {
return (60 / this.tempo) * beats;
}
/**
* Wait for some number of beats.
* @param {number} beats - number of beats to wait for.
* @param {object} util - utility object provided by the runtime.
* @private
*/
_waitForBeats (beats, util) {
if (util.stackFrame.timer) {
const timeElapsed = util.stackFrame.timer.timeElapsed();
if (timeElapsed < util.stackFrame.duration * 1000) {
util.yield();
}
} else {
util.stackFrame.timer = new Timer();
util.stackFrame.timer.start();
util.stackFrame.duration = this._beatsToSec(beats);
if (util.stackFrame.duration <= 0) {
return;
}
util.yield();
}
}
/**
* Clamp a duration in beats to the allowed min and max duration.
* @param {number} beats - a duration in beats.
* @return {number} - the clamped duration.
* @private
*/
_clampBeats (beats) {
return MathUtil.clamp(beats, Scratch3MusicBlocks.BEAT_RANGE.min, Scratch3MusicBlocks.BEAT_RANGE.max);
}
/**
* Set the current tempo to a new value.
* @param {object} args - the block arguments.