connect majority actions to sound effects;add more placeholder loops and effects

This commit is contained in:
jorsi
2020-05-30 19:48:44 -04:00
parent 71786c3671
commit 1d84e5f85c
20 changed files with 202 additions and 119 deletions
+97 -38
View File
@@ -2,30 +2,28 @@
* Module that takes care of audio playback
*/
var AudioEngine = {
canPlayAudio: false,
FADE_TIME: 1,
AUDIO_BUFFER_CACHE: {},
audioContext: null,
master: null,
// Tracks for playing music and sound effects
// 0 - Background music
// 1 - Background music
// 2 - Event music
// 3 - Sound effects
tracks: null,
currentBackgroundChannel: 0,
currentTrack: null,
tracks: {
'bg1': null,
'bg2': null,
'events': null,
'sfx': null
},
currentBackgroundChannel: 'bg1',
currentBackgroundAudio: null,
currentEventAudio: null,
init: function(options) {
// for legacy browsers
AudioEngine.audioContext = new (window.AudioContext || window.webkitAudioContext);
audioLog('starting audio engine');
console.log(AudioEngine.audioContext);
audioLog('state: ' + AudioEngine.audioContext.state);
if (AudioEngine.audioContext.state === 'suspended') {
AudioEngine.audioContext.resume().then(function () {
AudioEngine.createChannels();
AudioEngine.canPlayAudio = true;
});
} else {
AudioEngine.createChannels();
@@ -34,72 +32,133 @@ var AudioEngine = {
createChannels() {
// create master
AudioEngine.master = AudioEngine.audioContext.createGain();
AudioEngine.master.gain.setValueAtTime(1.0, AudioEngine.audioContext.currentTime);
AudioEngine.master.connect(AudioEngine.audioContext.destination);
// create 4 tracks to output to master
AudioEngine.tracks = [];
for (var i = 0; i < 4; i++) {
AudioEngine.tracks[i] = AudioEngine.audioContext.createGain();
AudioEngine.tracks[i].connect(AudioEngine.master);
}
AudioEngine.tracks['bg1'] = AudioEngine.audioContext.createGain();
AudioEngine.tracks['bg1'].connect(AudioEngine.master);
AudioEngine.tracks['bg1'].gain.setValueAtTime(1.0, AudioEngine.audioContext.currentTime);
AudioEngine.tracks['bg2'] = AudioEngine.audioContext.createGain();
AudioEngine.tracks['bg2'].connect(AudioEngine.master);
AudioEngine.tracks['bg2'].gain.setValueAtTime(1.0, AudioEngine.audioContext.currentTime);
AudioEngine.tracks['events'] = AudioEngine.audioContext.createGain();
AudioEngine.tracks['events'].connect(AudioEngine.master);
AudioEngine.tracks['events'].gain.setValueAtTime(1.0, AudioEngine.audioContext.currentTime);
AudioEngine.tracks['sfx'] = AudioEngine.audioContext.createGain();
AudioEngine.tracks['sfx'].connect(AudioEngine.master);
AudioEngine.tracks['sfx'].gain.setValueAtTime(1.0, AudioEngine.audioContext.currentTime);
},
options: {}, // Nothing for now,
_canPlayAudio: function() {
if (AudioEngine.audioContext.state === 'suspended') {
audioLog('can\'t play audio');
return false;
}
return true;
},
options: {}, // Nothing for now
_playSound: function(buffer) {
if (!AudioEngine.canPlayAudio) return;
if (!AudioEngine._canPlayAudio()) return;
var source = AudioEngine.audioContext.createBufferSource();
source.buffer = buffer;
source.connect(AudioEngine.tracks[1]);
source.connect(AudioEngine.tracks['sfx']);
source.start(AudioEngine.audioContext.currentTime);
},
_fadeTrack: function(buffer) {
if (!AudioEngine.canPlayAudio) return;
if (!AudioEngine._canPlayAudio()) return;
var newTrack = AudioEngine.audioContext.createBufferSource();
newTrack.buffer = buffer;
newTrack.loop = true;
audioLog('_fadeMusic');
console.log(buffer);
var bufferSource = AudioEngine.audioContext.createBufferSource();
bufferSource.buffer = buffer;
bufferSource.loop = true;
// figure out which background track to start on
// in order to do crossfade
var nextBackgroundChannel;
if (AudioEngine.currentBackgroundChannel === 0) {
nextBackgroundChannel = 1;
if (AudioEngine.currentBackgroundChannel === 'bg1') {
nextBackgroundChannel = 'bg2';
} else {
nextBackgroundChannel = 0;
nextBackgroundChannel = 'bg1';
}
// fade in new track
var fadeTime = AudioEngine.audioContext.currentTime + 2.0;
newTrack.connect(AudioEngine.tracks[nextBackgroundChannel]);
newTrack.start(0);
var fadeTime = AudioEngine.audioContext.currentTime + AudioEngine.FADE_TIME;
bufferSource.connect(AudioEngine.tracks[nextBackgroundChannel]);
bufferSource.start(AudioEngine.audioContext.currentTime);
AudioEngine.tracks[nextBackgroundChannel].gain.setValueAtTime(0.0, AudioEngine.audioContext.currentTime);
AudioEngine.tracks[nextBackgroundChannel].gain.linearRampToValueAtTime(.1, fadeTime);
AudioEngine.tracks[nextBackgroundChannel].gain.linearRampToValueAtTime(1.0, fadeTime);
// fade out old track
AudioEngine.tracks[AudioEngine.currentBackgroundChannel].gain.linearRampToValueAtTime(0.0, fadeTime);
if (AudioEngine.currentTrack) {
AudioEngine.currentTrack.stop(fadeTime + 0.3); // make sure fade has completed
if (AudioEngine.currentBackgroundAudio) {
AudioEngine.currentBackgroundAudio.stop(fadeTime + 0.3); // make sure fade has completed
}
// switch background track
AudioEngine.currentBackgroundChannel = nextBackgroundChannel;
AudioEngine.currentTrack = newTrack;
AudioEngine.currentBackgroundAudio = bufferSource;
},
_playEvent: function(buffer) {
if (!AudioEngine._canPlayAudio()) return;
var bufferSource = AudioEngine.audioContext.createBufferSource();
bufferSource.buffer = buffer;
bufferSource.loop = true;
var fadeTime = AudioEngine.audioContext.currentTime + AudioEngine.FADE_TIME * 2;
// turn down background music
AudioEngine.tracks['bg1'].gain.linearRampToValueAtTime(0.2, fadeTime);
AudioEngine.tracks['bg2'].gain.linearRampToValueAtTime(0.2, fadeTime);
// fade in event music
bufferSource.connect(AudioEngine.tracks['events']);
bufferSource.start(0);
AudioEngine.currentEventAudio = bufferSource;
AudioEngine.tracks['events'].gain.setValueAtTime(0.0, AudioEngine.audioContext.currentTime);
AudioEngine.tracks['events'].gain.linearRampToValueAtTime(1.0, fadeTime);
},
_stopEventMusic: function() {
var fadeTime = AudioEngine.audioContext.currentTime + AudioEngine.FADE_TIME * 2;
// fade out event music and stop
AudioEngine.tracks['events'].gain.linearRampToValueAtTime(0.0, fadeTime);
if (AudioEngine.currentEventAudio) {
AudioEngine.currentEventAudio.stop(fadeTime + 1); // make sure fade has completed
AudioEngine.currentEventAudio = null;
}
// turn up background music
AudioEngine.tracks[AudioEngine.currentBackgroundChannel].gain.linearRampToValueAtTime(1.0, fadeTime);
},
changeMusic: function(src) {
AudioEngine.loadAudioFile(src)
.then(function (buffer) {
audioLog('changeMusic: ' + src);
AudioEngine._fadeTrack(buffer);
});
audioLog('change music: ' + src);
audioLog('audio engine status: ' + AudioEngine.audioContext.state);
},
playEventMusic: function(src) {
AudioEngine.loadAudioFile(src)
.then(function (buffer) {
audioLog('playEventMusic: ' + src);
AudioEngine._playEvent(buffer);
});
},
stopEventMusic: function() {
audioLog('stopEventMusic');
AudioEngine._stopEventMusic();
},
playSound: function(src) {
AudioEngine.loadAudioFile(src)
.then(function (buffer) {
audioLog('playSound: ' + src);
AudioEngine._playSound(buffer);
});
audioLog('play sound: ' + src);
audioLog('audio engine status: ' + AudioEngine.audioContext.state);
},
loadAudioFile(src) {
if (AudioEngine.AUDIO_BUFFER_CACHE[src]) {