/**
* Tone Player.
*
* @author Alain Pitiot
* @version 2022.2.3
* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
*/
import * as Tone from "tone";
import { isNumeric } from "../util/Util.js";
import { SoundPlayer } from "./SoundPlayer.js";
/**
* <p>This class handles the playing of tones.</p>
*
* @extends SoundPlayer
*/
export class TonePlayer extends SoundPlayer
{
/**
* <p>This class handles the playing of tones.</p>
*
* @memberOf module:sound
* @param {Object} options
* @param {module:core.PsychoJS} options.psychoJS - the PsychoJS instance
* @param {number} [options.duration_s= 0.5] - duration of the tone (in seconds). If duration_s == -1, the sound will play indefinitely.
* @param {string|number} [options.note= 'C4'] - note (if string) or frequency (if number)
* @param {number} [options.volume= 1.0] - volume of the tone (must be between 0 and 1.0)
* @param {number} [options.loops= 0] - how many times to repeat the tone after it has played once. If loops == -1, the tone will repeat indefinitely until stopped.
*/
constructor({
psychoJS,
note = "C4",
duration_s = 0.5,
volume = 1.0,
loops = 0,
soundLibrary = TonePlayer.SoundLibrary.TONE_JS,
autoLog = true,
} = {})
{
super(psychoJS);
this._addAttribute("note", note);
this._addAttribute("duration_s", duration_s);
this._addAttribute("volume", volume);
this._addAttribute("loops", loops);
this._addAttribute("soundLibrary", soundLibrary);
this._addAttribute("autoLog", autoLog);
// initialise the sound library:
this._initSoundLibrary();
// Tone.js Loop:
this._toneLoop = null;
if (this._autoLog)
{
this._psychoJS.experimentLogger.exp(`Created ${this.name} = ${this.toString()}`);
}
}
/**
* Determine whether this player can play the given sound.
*
* <p>Note: if TonePlayer accepts the sound but Tone.js is not available, e.g. if the browser is IE11,
* we throw an exception.</p>
*
* @param {module:sound.Sound} sound - the sound
* @return {Object|undefined} an instance of TonePlayer that can play the given sound or undefined otherwise
*/
static accept(sound)
{
// if the sound's value is an integer, we interpret it as a frequency:
if (isNumeric(sound.value))
{
return new TonePlayer({
psychoJS: sound.psychoJS,
note: sound.value,
duration_s: sound.secs,
volume: sound.volume,
loops: sound.loops,
});
}
// if the sound's value is a string, we check whether it is a note:
if (typeof sound.value === "string")
{
// mapping between the PsychoPY notes and the standard ones:
let psychopyToToneMap = new Map();
for (const note of ["A", "B", "C", "D", "E", "F", "G"])
{
psychopyToToneMap.set(note, note);
psychopyToToneMap.set(note + "fl", note + "b");
psychopyToToneMap.set(note + "sh", note + "#");
}
// check whether the sound's value is a recognised note:
const note = psychopyToToneMap.get(sound.value);
if (typeof note !== "undefined")
{
return new TonePlayer({
psychoJS: sound.psychoJS,
note: note + sound.octave,
duration_s: sound.secs,
volume: sound.volume,
loops: sound.loops,
});
}
}
// TonePlayer is not an appropriate player for the given sound:
return undefined;
}
/**
* Get the duration of the sound.
*
* @return {number} the duration of the sound, in seconds
*/
getDuration()
{
return this.duration_s;
}
/**
* Set the duration of the tone.
*
* @param {number} duration_s - the duration of the tone (in seconds) If duration_s == -1, the sound will play indefinitely.
*/
setDuration(duration_s)
{
this.duration_s = duration_s;
}
/**
* Set the number of loops.
*
* @param {number} loops - how many times to repeat the track after it has played once. If loops == -1, the track will repeat indefinitely until stopped.
*/
setLoops(loops)
{
this._loops = loops;
}
/**
* Set the volume of the tone.
*
* @param {Integer} volume - the volume of the tone
* @param {boolean} [mute= false] - whether or not to mute the tone
*/
setVolume(volume, mute = false)
{
this._volume = volume;
if (this._soundLibrary === TonePlayer.SoundLibrary.TONE_JS)
{
if (typeof this._volumeNode !== "undefined")
{
this._volumeNode.mute = mute;
this._volumeNode.volume.value = -60 + volume * 66;
// this._synth.volume.value = -60 + volume * 66;
}
else
{
// TODO
}
}
else
{
// TODO
}
}
/**
* Start playing the sound.
*
* @param {boolean} [loops] - how many times to repeat the sound after it has played once. If loops == -1, the sound will repeat indefinitely until stopped.
*/
play(loops)
{
if (typeof loops !== "undefined")
{
this._loops = loops;
}
// if duration_s == -1, the sound should play indefinitely, therefore we use an arbitrarily long playing time
const actualDuration_s = (this._duration_s === -1) ? 1000000 : this._duration_s;
const self = this;
let playToneCallback;
if (this._soundLibrary === TonePlayer.SoundLibrary.TONE_JS)
{
playToneCallback = () =>
{
self._synth.triggerAttackRelease(self._note, actualDuration_s, Tone.context.currentTime);
};
}
else
{
playToneCallback = () =>
{
self._webAudioOscillator = self._audioContext.createOscillator();
self._webAudioOscillator.type = "sine";
self._webAudioOscillator.frequency.value = 440;
self._webAudioOscillator.connect(self._audioContext.destination);
const contextCurrentTime = self._audioContext.currentTime;
self._webAudioOscillator.start(contextCurrentTime);
self._webAudioOscillator.stop(contextCurrentTime + actualDuration_s);
};
}
// play just once:
if (this.loops === 0)
{
playToneCallback();
}
// repeat forever:
else if (this.loops === -1)
{
this._toneId = Tone.Transport.scheduleRepeat(
playToneCallback,
this.duration_s,
Tone.now(),
Infinity,
);
}
// repeat this._loops times:
else
{
this._toneId = Tone.Transport.scheduleRepeat(
playToneCallback,
this.duration_s,
Tone.now(),
this.duration_s * (this._loops + 1),
);
}
}
/**
* Stop playing the sound immediately.
*/
stop()
{
if (this._soundLibrary === TonePlayer.SoundLibrary.TONE_JS)
{
// trigger the release of the sound, immediately:
this._synth.triggerRelease();
// clear the repeat event if need be:
if (this._toneId)
{
Tone.Transport.clear(this._toneId);
}
}
else
{
const contextCurrentTime = this._audioContext.currentTime;
this._webAudioOscillator.stop(contextCurrentTime);
}
}
/**
* Initialise the sound library.
*
* <p>Note: if TonePlayer accepts the sound but Tone.js is not available, e.g. if the browser is IE11,
* we throw an exception.</p>
*
* @protected
*/
_initSoundLibrary()
{
const response = {
origin: "TonePlayer._initSoundLibrary",
context: "when initialising the sound library",
};
if (this._soundLibrary === TonePlayer.SoundLibrary.TONE_JS)
{
// check that Tone.js is available:
if (typeof Tone === "undefined")
{
throw Object.assign(response, {
error: "Tone.js is not available. A different sound library must be selected. Please contact the experiment designer.",
});
}
// start the Tone Transport if it has not started already:
if (typeof Tone !== "undefined" && Tone.Transport.state !== "started")
{
this.psychoJS.logger.info("[PsychoJS] start Tone Transport");
Tone.Transport.start(Tone.now());
// this is necessary to prevent Tone from introducing a delay when triggering a note
// ( see https://github.com/Tonejs/Tone.js/issues/306#issuecomment-365989984 )
Tone.context.lookAhead = 0;
}
// create a synth: we use a triangular oscillator with hardly any envelope:
this._synthOtions = {
oscillator: {
type: "square", // 'triangle'
},
envelope: {
attack: 0.001, // 1ms
decay: 0.001, // 1ms
sustain: 1,
release: 0.001, // 1ms
},
};
this._synth = new Tone.Synth(this._synthOtions);
// connect it to a volume node:
this._volumeNode = new Tone.Volume(-60 + this._volume * 66);
this._synth.connect(this._volumeNode);
// connect the volume node to the master output:
if (typeof this._volumeNode.toDestination === "function")
{
this._volumeNode.toDestination();
}
else
{
this._volumeNode.toMaster();
}
}
else
{
// create an AudioContext:
if (typeof this._audioContext === "undefined")
{
const AudioContext = window.AudioContext || window.webkitAudioContext;
// if AudioContext is not available (e.g. on IE), we throw an exception:
if (typeof AudioContext === "undefined")
{
throw Object.assign(response, {
error: `AudioContext is not available on your browser, ${this._psychoJS.browser}, please contact the experiment designer.`,
});
}
this._audioContext = new AudioContext();
}
}
}
}
/**
*
* @type {{TONE_JS: *, AUDIO_CONTEXT: *}}
*/
TonePlayer.SoundLibrary = {
AUDIO_CONTEXT: Symbol.for("AUDIO_CONTEXT"),
TONE_JS: Symbol.for("TONE_JS"),
};