module BABYLON { export class Sound { public name: string; public autoplay: boolean = false; public loop: boolean = false; public useCustomAttenuation: boolean = false; public soundTrackId: number; public spatialSound: boolean = false; public refDistance: number = 1; public rolloffFactor: number = 1; public maxDistance: number = 100; public distanceModel: string = "linear"; private _panningModel: string = "equalpower"; public onended: () => any; private _playbackRate: number = 1; private _startTime: number = 0; private _startOffset: number = 0; private _position: Vector3 = Vector3.Zero(); private _localDirection: Vector3 = new Vector3(1, 0, 0); private _volume: number = 1; private _isLoaded: boolean = false; private _isReadyToPlay: boolean = false; public isPlaying: boolean = false; public isPaused: boolean = false; private _isDirectional: boolean = false; private _readyToPlayCallback: () => any; private _audioBuffer: AudioBuffer; private _soundSource: AudioBufferSourceNode; private _soundPanner: PannerNode; private _soundGain: GainNode; private _inputAudioNode: AudioNode; private _ouputAudioNode: AudioNode; // Used if you'd like to create a directional sound. // If not set, the sound will be omnidirectional private _coneInnerAngle: number = 360; private _coneOuterAngle: number = 360; private _coneOuterGain: number = 0; private _scene: Scene; private _connectedMesh: AbstractMesh; private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number; private _registerFunc: (connectedMesh: AbstractMesh) => any; /** * Create a sound and attach it to a scene * @param name Name of your sound * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel */ constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?) { this.name = name; this._scene = scene; this._readyToPlayCallback = readyToPlayCallback; // Default custom attenuation function is a linear attenuation this._customAttenuationFunction = (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => { if (currentDistance < maxDistance) { return currentVolume * (1 - currentDistance / maxDistance); } else { return 0; } }; if (options) { this.autoplay = options.autoplay || false; this.loop = options.loop || false; // if volume === 0, we need another way to check this option if (options.volume !== undefined) { this._volume = options.volume; } this.spatialSound = options.spatialSound || false; this.maxDistance = options.maxDistance || 100; this.useCustomAttenuation = options.useCustomAttenuation || false; this.rolloffFactor = options.rolloffFactor || 1; this.refDistance = options.refDistance || 1; this.distanceModel = options.distanceModel || "linear"; this._playbackRate = options.playbackRate || 1; } if (Engine.audioEngine.canUseWebAudio) { this._soundGain = Engine.audioEngine.audioContext.createGain(); this._soundGain.gain.value = this._volume; this._inputAudioNode = this._soundGain; this._ouputAudioNode = this._soundGain; if (this.spatialSound) { this._createSpatialParameters(); } this._scene.mainSoundTrack.AddSound(this); // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound if (urlOrArrayBuffer) { // If it's an URL if (typeof (urlOrArrayBuffer) === "string") { Tools.LoadFile(urlOrArrayBuffer, (data) => { this._soundLoaded(data); }, null, null, true); } else { if (urlOrArrayBuffer instanceof ArrayBuffer) { this._soundLoaded(urlOrArrayBuffer); } else { Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); } } } } else { // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers this._scene.mainSoundTrack.AddSound(this); if (!Engine.audioEngine.WarnedWebAudioUnsupported) { BABYLON.Tools.Error("Web Audio is not supported by your browser."); Engine.audioEngine.WarnedWebAudioUnsupported = true; } if (this._readyToPlayCallback) { this._readyToPlayCallback(); } } } public dispose() { if (Engine.audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this.isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } if (this._soundGain) { this._soundGain.disconnect(); this._soundGain = null; } if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } if (this._soundSource) { this._soundSource.disconnect(); this._soundSource = null; } this._audioBuffer = null; if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } } private _soundLoaded(audioData: ArrayBuffer) { this._isLoaded = true; Engine.audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { this._audioBuffer = buffer; this._isReadyToPlay = true; if (this.autoplay) { this.play(); } if (this._readyToPlayCallback) { this._readyToPlayCallback(); } }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); }); } public setAudioBuffer(audioBuffer: AudioBuffer): void { if (Engine.audioEngine.canUseWebAudio) { this._audioBuffer = audioBuffer; this._isReadyToPlay = true; } } public updateOptions(options) { if (options) { this.loop = options.loop || this.loop; this.maxDistance = options.maxDistance || this.maxDistance; this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation; this.rolloffFactor = options.rolloffFactor || this.rolloffFactor; this.refDistance = options.refDistance || this.refDistance; this.distanceModel = options.distanceModel || this.distanceModel; this._playbackRate = options.playbackRate || this._playbackRate; } } private _createSpatialParameters() { if (Engine.audioEngine.canUseWebAudio) { if (this._scene.headphone) { this._panningModel = "HRTF"; } this._soundPanner = Engine.audioEngine.audioContext.createPanner(); if (this.useCustomAttenuation) { // Tricks to disable in a way embedded Web Audio attenuation this._soundPanner.distanceModel = "linear"; this._soundPanner.maxDistance = Number.MAX_VALUE; this._soundPanner.refDistance = 1; this._soundPanner.rolloffFactor = 1; this._soundPanner.panningModel = this._panningModel; } else { this._soundPanner.distanceModel = this.distanceModel; this._soundPanner.maxDistance = this.maxDistance; this._soundPanner.refDistance = this.refDistance; this._soundPanner.rolloffFactor = this.rolloffFactor; this._soundPanner.panningModel = this._panningModel; } this._soundPanner.connect(this._ouputAudioNode); this._inputAudioNode = this._soundPanner; } } public switchPanningModelToHRTF() { this._panningModel = "HRTF"; this._switchPanningModel(); } public switchPanningModelToEqualPower() { this._panningModel = "equalpower"; this._switchPanningModel(); } private _switchPanningModel() { if (Engine.audioEngine.canUseWebAudio && this.spatialSound) { this._soundPanner.panningModel = this._panningModel; } } public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode) { if (Engine.audioEngine.canUseWebAudio) { this._ouputAudioNode.disconnect(); this._ouputAudioNode.connect(soundTrackAudioNode); } } /** * Transform this sound into a directional source * @param coneInnerAngle Size of the inner cone in degree * @param coneOuterAngle Size of the outer cone in degree * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0) */ public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number) { if (coneOuterAngle < coneInnerAngle) { Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); return; } this._coneInnerAngle = coneInnerAngle; this._coneOuterAngle = coneOuterAngle; this._coneOuterGain = coneOuterGain; this._isDirectional = true; if (this.isPlaying && this.loop) { this.stop(); this.play(); } } public setPosition(newPosition: Vector3) { this._position = newPosition; if (Engine.audioEngine.canUseWebAudio && this.spatialSound) { this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z); } } public setLocalDirectionToMesh(newLocalDirection: Vector3) { this._localDirection = newLocalDirection; if (Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) { this._updateDirection(); } } private _updateDirection() { var mat = this._connectedMesh.getWorldMatrix(); var direction = Vector3.TransformNormal(this._localDirection, mat); direction.normalize(); this._soundPanner.setOrientation(direction.x, direction.y, direction.z); } public updateDistanceFromListener() { if (Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation) { var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera); this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor); } } public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number) { this._customAttenuationFunction = callback; } /** * Play the sound * @param time (optional) Start the sound after X seconds. Start immediately (0) by default. */ public play(time?: number) { if (this._isReadyToPlay && this._scene.audioEnabled) { try { var startTime = time ? Engine.audioEngine.audioContext.currentTime + time : Engine.audioEngine.audioContext.currentTime; if (!this._soundSource) { if (this.spatialSound) { this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z); if (this._isDirectional) { this._soundPanner.coneInnerAngle = this._coneInnerAngle; this._soundPanner.coneOuterAngle = this._coneOuterAngle; this._soundPanner.coneOuterGain = this._coneOuterGain; if (this._connectedMesh) { this._updateDirection(); } else { this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z); } } } } this._soundSource = Engine.audioEngine.audioContext.createBufferSource(); this._soundSource.buffer = this._audioBuffer; this._soundSource.connect(this._inputAudioNode); this._soundSource.loop = this.loop; this._soundSource.playbackRate.value = this._playbackRate; this._startTime = startTime; this._soundSource.onended = () => { this._onended(); }; this._soundSource.start(this._startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : 0); this.isPlaying = true; this.isPaused = false; } catch (ex) { Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); } } } private _onended() { this.isPlaying = false; if (this.onended) { this.onended(); } } /** * Stop the sound * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default. */ public stop(time?: number) { if (this.isPlaying) { var stopTime = time ? Engine.audioEngine.audioContext.currentTime + time : Engine.audioEngine.audioContext.currentTime; this._soundSource.stop(stopTime); this.isPlaying = false; } } public pause() { if (this.isPlaying) { this.stop(0); this._startOffset += Engine.audioEngine.audioContext.currentTime - this._startTime; this.isPaused = true; } } public setVolume(newVolume: number, time?: number) { if (Engine.audioEngine.canUseWebAudio && !this.spatialSound) { if (time) { this._soundGain.gain.linearRampToValueAtTime(this._volume, Engine.audioEngine.audioContext.currentTime); this._soundGain.gain.linearRampToValueAtTime(newVolume, time); } else { this._soundGain.gain.value = newVolume; } } this._volume = newVolume; } public setPlaybackRate(newPlaybackRate: number) { this._playbackRate = newPlaybackRate; if (this.isPlaying) { this._soundSource.playbackRate.value = this._playbackRate; } } public getVolume(): number { return this._volume; } public attachToMesh(meshToConnectTo: AbstractMesh) { this._connectedMesh = meshToConnectTo; if (!this.spatialSound) { this._createSpatialParameters(); this.spatialSound = true; if (this.isPlaying && this.loop) { this.stop(); this.play(); } } this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh); this._registerFunc = (connectedMesh: AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); } private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) { this.setPosition(connectedMesh.getBoundingInfo().boundingSphere.centerWorld); if (Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) { this._updateDirection(); } } } }