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- var BABYLON;
- (function (BABYLON) {
- var Sound = (function () {
- /**
- * 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
- */
- function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
- var _this = this;
- this.autoplay = false;
- this.loop = false;
- this.useCustomAttenuation = false;
- this.spatialSound = false;
- this.refDistance = 1;
- this.rolloffFactor = 1;
- this.maxDistance = 100;
- this.distanceModel = "linear";
- this._panningModel = "equalpower";
- this._playbackRate = 1;
- this._startTime = 0;
- this._startOffset = 0;
- this._position = BABYLON.Vector3.Zero();
- this._localDirection = new BABYLON.Vector3(1, 0, 0);
- this._volume = 1;
- this._isLoaded = false;
- this._isReadyToPlay = false;
- this.isPlaying = false;
- this.isPaused = false;
- this._isDirectional = false;
- // Used if you'd like to create a directional sound.
- // If not set, the sound will be omnidirectional
- this._coneInnerAngle = 360;
- this._coneOuterAngle = 360;
- this._coneOuterGain = 0;
- this.name = name;
- this._scene = scene;
- this._readyToPlayCallback = readyToPlayCallback;
- // Default custom attenuation function is a linear attenuation
- this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
- 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 (BABYLON.Engine.audioEngine.canUseWebAudio) {
- this._soundGain = BABYLON.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") {
- BABYLON.Tools.LoadFile(urlOrArrayBuffer, function (data) {
- _this._soundLoaded(data);
- }, null, null, true);
- }
- else {
- if (urlOrArrayBuffer instanceof ArrayBuffer) {
- this._soundLoaded(urlOrArrayBuffer);
- }
- else {
- BABYLON.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 (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
- BABYLON.Tools.Error("Web Audio is not supported by your browser.");
- BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
- }
- if (this._readyToPlayCallback) {
- this._readyToPlayCallback();
- }
- }
- }
- Sound.prototype.dispose = function () {
- if (BABYLON.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;
- }
- }
- };
- Sound.prototype._soundLoaded = function (audioData) {
- var _this = this;
- this._isLoaded = true;
- BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
- _this._audioBuffer = buffer;
- _this._isReadyToPlay = true;
- if (_this.autoplay) {
- _this.play();
- }
- if (_this._readyToPlayCallback) {
- _this._readyToPlayCallback();
- }
- }, function (error) {
- BABYLON.Tools.Error("Error while decoding audio data: " + error.err);
- });
- };
- Sound.prototype.setAudioBuffer = function (audioBuffer) {
- if (BABYLON.Engine.audioEngine.canUseWebAudio) {
- this._audioBuffer = audioBuffer;
- this._isReadyToPlay = true;
- }
- };
- Sound.prototype.updateOptions = function (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;
- }
- };
- Sound.prototype._createSpatialParameters = function () {
- if (BABYLON.Engine.audioEngine.canUseWebAudio) {
- if (this._scene.headphone) {
- this._panningModel = "HRTF";
- }
- this._soundPanner = BABYLON.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;
- }
- };
- Sound.prototype.switchPanningModelToHRTF = function () {
- this._panningModel = "HRTF";
- this._switchPanningModel();
- };
- Sound.prototype.switchPanningModelToEqualPower = function () {
- this._panningModel = "equalpower";
- this._switchPanningModel();
- };
- Sound.prototype._switchPanningModel = function () {
- if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
- this._soundPanner.panningModel = this._panningModel;
- }
- };
- Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
- if (BABYLON.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)
- */
- Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
- if (coneOuterAngle < coneInnerAngle) {
- BABYLON.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();
- }
- };
- Sound.prototype.setPosition = function (newPosition) {
- this._position = newPosition;
- if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
- this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
- }
- };
- Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
- this._localDirection = newLocalDirection;
- if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
- this._updateDirection();
- }
- };
- Sound.prototype._updateDirection = function () {
- var mat = this._connectedMesh.getWorldMatrix();
- var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
- direction.normalize();
- this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
- };
- Sound.prototype.updateDistanceFromListener = function () {
- if (BABYLON.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);
- }
- };
- Sound.prototype.setAttenuationFunction = function (callback) {
- this._customAttenuationFunction = callback;
- };
- /**
- * Play the sound
- * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
- */
- Sound.prototype.play = function (time) {
- var _this = this;
- if (this._isReadyToPlay && this._scene.audioEnabled) {
- try {
- var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.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 = BABYLON.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 = function () {
- _this._onended();
- };
- this._soundSource.start(this._startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : 0);
- this.isPlaying = true;
- this.isPaused = false;
- }
- catch (ex) {
- BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
- }
- }
- };
- Sound.prototype._onended = function () {
- 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.
- */
- Sound.prototype.stop = function (time) {
- if (this.isPlaying) {
- var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
- this._soundSource.stop(stopTime);
- this.isPlaying = false;
- }
- };
- Sound.prototype.pause = function () {
- if (this.isPlaying) {
- this.stop(0);
- this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
- this.isPaused = true;
- }
- };
- Sound.prototype.setVolume = function (newVolume, time) {
- if (BABYLON.Engine.audioEngine.canUseWebAudio && !this.spatialSound) {
- if (time) {
- this._soundGain.gain.linearRampToValueAtTime(this._volume, BABYLON.Engine.audioEngine.audioContext.currentTime);
- this._soundGain.gain.linearRampToValueAtTime(newVolume, time);
- }
- else {
- this._soundGain.gain.value = newVolume;
- }
- }
- this._volume = newVolume;
- };
- Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
- this._playbackRate = newPlaybackRate;
- if (this.isPlaying) {
- this._soundSource.playbackRate.value = this._playbackRate;
- }
- };
- Sound.prototype.getVolume = function () {
- return this._volume;
- };
- Sound.prototype.attachToMesh = function (meshToConnectTo) {
- var _this = this;
- 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 = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
- meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
- };
- Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
- this.setPosition(connectedMesh.getBoundingInfo().boundingSphere.centerWorld);
- if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
- this._updateDirection();
- }
- };
- return Sound;
- })();
- BABYLON.Sound = Sound;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.sound.js.map
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