refactor audio engine: simplified gain channels, improve fading between audio, rename functions

This commit is contained in:
jorsi
2020-06-03 17:44:27 -04:00
parent fd4fbe6bd4
commit 3b43a2754a
8 changed files with 124 additions and 133 deletions
+106 -115
View File
@@ -4,158 +4,157 @@
var AudioEngine = {
FADE_TIME: 1,
AUDIO_BUFFER_CACHE: {},
_audioPreloaded: false,
audioContext: null,
master: null,
tracks: {
'bg1': null,
'bg2': null,
'events': null,
'sfx': null
_audioContext: null,
_master: null,
_currentBackgroundMusic: null,
_currentEventAudio: null,
_currentSoundEffectAudio: null,
init: function () {
AudioEngine._initAudioContext();
},
currentBackgroundChannel: 'bg1',
currentBackgroundAudio: null,
currentEventAudio: null,
init: function (options) {
AudioEngine.initAudioContext();
},
initAudioContext: function () {
_initAudioContext: function () {
// for legacy browsers
AudioEngine.audioContext = new (window.AudioContext || window.webkitAudioContext);
if (AudioEngine.audioContext.state === 'suspended') {
AudioEngine.audioContext.resume().then(function () {
AudioEngine.createChannels();
AudioEngine._audioContext = new (window.AudioContext || window.webkitAudioContext);
if (AudioEngine._audioContext.state === 'suspended') {
AudioEngine._audioContext.resume().then(function () {
AudioEngine._createMasterChannel();
});
} else {
AudioEngine.createChannels();
AudioEngine._createMasterChannel();
}
},
createChannels: function () {
_createMasterChannel: function () {
// 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['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);
AudioEngine._master = AudioEngine._audioContext.createGain();
AudioEngine._master.gain.setValueAtTime(1.0, AudioEngine._audioContext.currentTime);
AudioEngine._master.connect(AudioEngine._audioContext.destination);
},
options: {}, // Nothing for now,
_canPlayAudio: function () {
if (AudioEngine.audioContext.state === 'suspended') {
if (AudioEngine._audioContext.state === 'suspended') {
return false;
}
return true;
},
_getMissingAudioBuffer: function () {
var buffer = AudioEngine.audioContext.createBuffer(
// plays beeping sound to indicate missing audio
var buffer = AudioEngine._audioContext.createBuffer(
1,
AudioEngine.audioContext.sampleRate,
AudioEngine.audioContext.sampleRate
AudioEngine._audioContext.sampleRate,
AudioEngine._audioContext.sampleRate
);
// Fill the buffer
var bufferData = buffer.getChannelData(0);
for (var i = 0; i < buffer.length / 2; i++) {
bufferData[i] = Math.sin(i * .05) / 2;
bufferData[i] = Math.sin(i * .05) / 4; // max .25 gain value
}
return buffer;
},
_playSound: function (buffer) {
if (!AudioEngine._canPlayAudio()) return;
var source = AudioEngine.audioContext.createBufferSource();
var source = AudioEngine._audioContext.createBufferSource();
source.buffer = buffer;
source.connect(AudioEngine.tracks['sfx']);
source.start(AudioEngine.audioContext.currentTime);
source.connect(AudioEngine._master);
source.start();
AudioEngine._currentSoundEffectAudio = {
source: source
};
},
_fadeTrack: function (buffer) {
_playBackgroundMusic: function (buffer) {
if (!AudioEngine._canPlayAudio()) return;
var bufferSource = AudioEngine.audioContext.createBufferSource();
bufferSource.buffer = buffer;
bufferSource.loop = true;
var source = AudioEngine._audioContext.createBufferSource();
source.buffer = buffer;
source.loop = true;
// figure out which background track to start on
// in order to do crossfade
var nextBackgroundChannel;
if (AudioEngine.currentBackgroundChannel === 'bg1') {
nextBackgroundChannel = 'bg2';
} else {
nextBackgroundChannel = 'bg1';
var envelope = AudioEngine._audioContext.createGain();
envelope.gain.setValueAtTime(0.0, AudioEngine._audioContext.currentTime);
var fadeTime = AudioEngine._audioContext.currentTime + AudioEngine.FADE_TIME;
// fade out current background music
if (AudioEngine._currentBackgroundMusic) {
var currentBackgroundGainValue = AudioEngine._currentBackgroundMusic.envelope.gain.value;
AudioEngine._currentBackgroundMusic.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime);
AudioEngine._currentBackgroundMusic.envelope.gain.setValueAtTime(currentBackgroundGainValue, AudioEngine._audioContext.currentTime);
AudioEngine._currentBackgroundMusic.envelope.gain.linearRampToValueAtTime(0.0, fadeTime);
AudioEngine._currentBackgroundMusic.source.stop(fadeTime + 0.3); // make sure fade has completed
}
// fade in new track
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(1.0, fadeTime);
// fade in new backgorund music
source.connect(envelope);
envelope.connect(AudioEngine._master);
source.start();
envelope.gain.linearRampToValueAtTime(1.0, fadeTime);
// fade out old track
AudioEngine.tracks[AudioEngine.currentBackgroundChannel].gain.linearRampToValueAtTime(0.0, fadeTime);
if (AudioEngine.currentBackgroundAudio) {
AudioEngine.currentBackgroundAudio.stop(fadeTime + 0.3); // make sure fade has completed
}
// switch background track
AudioEngine.currentBackgroundChannel = nextBackgroundChannel;
AudioEngine.currentBackgroundAudio = bufferSource;
// update current background music
AudioEngine._currentBackgroundMusic = {
source: source,
envelope: envelope
};
},
_playEvent: function (buffer) {
_playEventMusic: function (buffer) {
if (!AudioEngine._canPlayAudio()) return;
var bufferSource = AudioEngine.audioContext.createBufferSource();
bufferSource.buffer = buffer;
bufferSource.loop = true;
var source = AudioEngine._audioContext.createBufferSource();
source.buffer = buffer;
source.loop = true;
var fadeTime = AudioEngine.audioContext.currentTime + AudioEngine.FADE_TIME * 2;
var envelope = AudioEngine._audioContext.createGain();
envelope.gain.setValueAtTime(0.0, AudioEngine._audioContext.currentTime);
// turn down background music
AudioEngine.tracks['bg1'].gain.linearRampToValueAtTime(0.2, fadeTime);
AudioEngine.tracks['bg2'].gain.linearRampToValueAtTime(0.2, fadeTime);
var fadeTime = AudioEngine._audioContext.currentTime + AudioEngine.FADE_TIME * 2;
// turn down current background music
if (AudioEngine._currentBackgroundMusic != null) {
var currentBackgroundGainValue = AudioEngine._currentBackgroundMusic.envelope.gain.value;
AudioEngine._currentBackgroundMusic.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime);
AudioEngine._currentBackgroundMusic.envelope.gain.setValueAtTime(currentBackgroundGainValue, AudioEngine._audioContext.currentTime);
AudioEngine._currentBackgroundMusic.envelope.gain.linearRampToValueAtTime(0.2, fadeTime);
}
// fade in event music
bufferSource.connect(AudioEngine.tracks['events']);
bufferSource.start(0);
AudioEngine.currentEventAudio = bufferSource;
source.connect(envelope);
envelope.connect(AudioEngine._master);
source.start();
envelope.gain.linearRampToValueAtTime(1.0, fadeTime);
AudioEngine.tracks['events'].gain.setValueAtTime(0.0, AudioEngine.audioContext.currentTime);
AudioEngine.tracks['events'].gain.linearRampToValueAtTime(1.0, fadeTime);
// update reference
AudioEngine._currentEventAudio = {
source: source,
envelope: envelope
};
},
_stopEventMusic: function () {
var fadeTime = AudioEngine.audioContext.currentTime + AudioEngine.FADE_TIME * 2;
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;
if (AudioEngine._currentEventAudio) {
var currentEventGainValue = AudioEngine._currentEventAudio.envelope.gain.value;
AudioEngine._currentEventAudio.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime);
AudioEngine._currentEventAudio.envelope.gain.setValueAtTime(currentEventGainValue, AudioEngine._audioContext.currentTime);
AudioEngine._currentEventAudio.envelope.gain.linearRampToValueAtTime(0.0, fadeTime);
AudioEngine._currentEventAudio.source.stop(fadeTime + 1); // make sure fade has completed
AudioEngine._currentEventAudio = null;
}
// turn up background music
AudioEngine.tracks[AudioEngine.currentBackgroundChannel].gain.linearRampToValueAtTime(1.0, fadeTime);
var currentBackgroundGainValue = AudioEngine._currentBackgroundMusic.envelope.gain.value;
AudioEngine._currentBackgroundMusic.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime);
AudioEngine._currentBackgroundMusic.envelope.gain.setValueAtTime(currentBackgroundGainValue, AudioEngine._audioContext.currentTime);
AudioEngine._currentBackgroundMusic.envelope.gain.linearRampToValueAtTime(1.0, fadeTime);
},
changeMusic: function (src) {
playBackgroundMusic: function (src) {
AudioEngine.loadAudioFile(src)
.then(function (buffer) {
AudioEngine._fadeTrack(buffer);
AudioEngine._playBackgroundMusic(buffer);
});
},
playEventMusic: function (src) {
AudioEngine.loadAudioFile(src)
.then(function (buffer) {
AudioEngine._playEvent(buffer);
AudioEngine._playEventMusic(buffer);
});
},
stopEventMusic: function () {
@@ -185,37 +184,29 @@ var AudioEngine = {
return AudioEngine._getMissingAudioBuffer();
}
return AudioEngine.audioContext.decodeAudioData(buffer, function (decodedData) {
return AudioEngine._audioContext.decodeAudioData(buffer, function (decodedData) {
AudioEngine.AUDIO_BUFFER_CACHE[src] = decodedData;
return AudioEngine.AUDIO_BUFFER_CACHE[src];
});
});
}
},
mute: function () {
AudioEngine.master.gain.linearRampToValueAtTime(
0.0,
AudioEngine.audioContext.currentTime + AudioEngine.FADE_TIME
);
},
getVolume: function () {
return AudioEngine.master.gain.value;
},
setVolume: function (volume, s) {
if (!AudioEngine.master) return; // master may not be ready yet
if (!volume) {
if (AudioEngine._master == null) return; // master may not be ready yet
if (volume === undefined) {
volume = 1.0;
}
if (!s) {
if (s === undefined) {
s = 1.0;
}
AudioEngine.master.gain.setValueAtTime(
AudioEngine.master.gain.value,
AudioEngine.audioContext.currentTime
);
AudioEngine.master.gain.linearRampToValueAtTime(
// cancel any current schedules and then ramp
var currentGainValue = AudioEngine._master.gain.value;
AudioEngine._master.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime);
AudioEngine._master.gain.setValueAtTime(currentGainValue, AudioEngine._audioContext.currentTime);
AudioEngine._master.gain.linearRampToValueAtTime(
volume,
AudioEngine.audioContext.currentTime + s
AudioEngine._audioContext.currentTime + s
);
}
};