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ddnoise.js
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ddnoise.js
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"use strict";
import * as utils from "./utils.js";
import _ from "underscore";
const IDLE = 0;
const SPIN_UP = 1;
const SPINNING = 2;
const VOLUME = 0.25;
export function DdNoise(context) {
this.context = context;
this.sounds = {};
this.state = IDLE;
this.motor = null;
this.gain = context.createGain();
this.gain.gain.value = VOLUME;
this.gain.connect(context.destination);
// workaround for older safaris that GC sounds when they're playing...
this.playing = [];
}
function loadSounds(context, sounds) {
return Promise.all(
_.map(sounds, function (sound) {
// Safari doesn't support the Promise stuff directly, so we create
// our own Promise here.
return utils.loadData(sound).then(function (data) {
return new Promise(function (resolve) {
context.decodeAudioData(data.buffer, function (decodedData) {
resolve(decodedData);
});
});
});
})
).then(function (loaded) {
const keys = _.keys(sounds);
const result = {};
for (let i = 0; i < keys.length; ++i) {
result[keys[i]] = loaded[i];
}
return result;
});
}
DdNoise.prototype.initialise = function () {
const self = this;
return loadSounds(self.context, {
motorOn: "sounds/disc525/motoron.wav",
motorOff: "sounds/disc525/motoroff.wav",
motor: "sounds/disc525/motor.wav",
step: "sounds/disc525/step.wav",
seek: "sounds/disc525/seek.wav",
seek2: "sounds/disc525/seek2.wav",
seek3: "sounds/disc525/seek3.wav",
}).then(function (sounds) {
self.sounds = sounds;
});
};
DdNoise.prototype.oneShot = function (sound) {
const duration = sound.duration;
const context = this.context;
if (context.state !== "running") return duration;
const source = context.createBufferSource();
source.buffer = sound;
source.connect(this.gain);
source.start();
return duration;
};
DdNoise.prototype.play = function (sound, loop) {
if (this.context.state !== "running") return Promise.reject();
const self = this;
return new Promise(function (resolve) {
const source = self.context.createBufferSource();
source.loop = !!loop;
source.buffer = sound;
source.connect(self.gain);
source.onended = function () {
self.playing = _.without(self.playing, source);
if (!source.loop) resolve();
};
source.start();
self.playing.push(source);
if (source.loop) {
resolve(source);
}
});
};
DdNoise.prototype.spinUp = function () {
if (this.state === SPINNING || this.state === SPIN_UP) return;
this.state = SPIN_UP;
const self = this;
this.play(this.sounds.motorOn).then(
function () {
// Handle race: we may have had spinDown() called on us before the
// spinUp() initial sound finished playing.
if (self.state === IDLE) {
return;
}
self.play(self.sounds.motor, true).then(function (source) {
self.motor = source;
self.state = SPINNING;
});
},
function () {}
);
};
DdNoise.prototype.spinDown = function () {
if (this.state === IDLE) return;
this.state = IDLE;
if (this.motor) {
this.motor.stop();
this.motor = null;
this.oneShot(this.sounds.motorOff);
}
};
DdNoise.prototype.seek = function (diff) {
if (diff < 0) diff = -diff;
if (diff === 0) return 0;
else if (diff === 1) return this.oneShot(this.sounds.step);
else if (diff < 10) return this.oneShot(this.sounds.seek);
else if (diff < 30) return this.oneShot(this.sounds.seek2);
else return this.oneShot(this.sounds.seek3);
};
DdNoise.prototype.mute = function () {
this.gain.gain.value = 0;
};
DdNoise.prototype.unmute = function () {
this.gain.gain.value = VOLUME;
};
export function FakeDdNoise() {}
FakeDdNoise.prototype.spinUp =
FakeDdNoise.prototype.spinDown =
FakeDdNoise.prototype.mute =
FakeDdNoise.prototype.unmute =
utils.noop;
FakeDdNoise.prototype.seek = function () {
return 0;
};
FakeDdNoise.prototype.initialise = function () {
return Promise.resolve();
};