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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 url Url to the sound to load async
- * @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, distanceMax
- */
- function Sound(name, url, scene, readyToPlayCallback, options) {
- var _this = this;
- this.maxDistance = 20;
- this.autoplay = false;
- this.loop = false;
- this.useBabylonJSAttenuation = true;
- 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._isDirectional = false;
- // Used if you'd like to create a directional sound.
- // If not set, the sound will be omnidirectional
- this._coneInnerAngle = null;
- this._coneOuterAngle = null;
- this._coneOuterGain = null;
- this._name = name;
- this._scene = scene;
- this._audioEngine = this._scene.getEngine().getAudioEngine();
- this._readyToPlayCallback = readyToPlayCallback;
- if (options) {
- if (options.maxDistance) {
- this.maxDistance = options.maxDistance;
- }
- if (options.autoplay) {
- this.autoplay = options.autoplay;
- }
- if (options.loop) {
- this.loop = options.loop;
- }
- if (options.volume) {
- this._volume = options.volume;
- }
- if (options.useBabylonJSAttenuation) {
- this.useBabylonJSAttenuation = options.useBabylonJSAttenuation;
- }
- }
- if (this._audioEngine.canUseWebAudio) {
- this._soundGain = this._audioEngine.audioContext.createGain();
- this._soundGain.gain.value = this._volume;
- //this._soundGain.connect(this._audioEngine.masterGain);
- this._soundPanner = this._audioEngine.audioContext.createPanner();
- this._soundPanner.connect(this._soundGain);
- this._scene.mainSoundTrack.AddSound(this);
- BABYLON.Tools.LoadFile(url, function (data) {
- _this._soundLoaded(data);
- }, null, null, true);
- }
- }
- Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
- if (this._audioEngine.canUseWebAudio) {
- this._soundGain.disconnect();
- this._soundGain.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 (this._isPlaying) {
- this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
- }
- };
- Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
- this._localDirection = newLocalDirection;
- if (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 (this._connectedMesh) {
- var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
- if (distance < 1)
- distance = 1;
- if (this.useBabylonJSAttenuation) {
- if (distance < this.maxDistance) {
- this._soundGain.gain.value = this._volume / distance;
- } else {
- this._soundGain.gain.value = 0;
- }
- }
- }
- };
- /**
- * Play the sound
- * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
- */
- Sound.prototype.play = function (time) {
- if (this._isReadyToPlay) {
- try {
- var startTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
- this._soundSource = this._audioEngine.audioContext.createBufferSource();
- this._soundSource.buffer = this._audioBuffer;
- 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;
- this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
- }
- this._soundSource.connect(this._soundPanner);
- this._soundSource.loop = this.loop;
- this._soundSource.start(startTime);
- this._isPlaying = true;
- } catch (ex) {
- BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message);
- }
- }
- };
- /**
- * Stop the sound
- * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
- */
- Sound.prototype.stop = function (time) {
- var stopTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
- this._soundSource.stop(stopTime);
- this._isPlaying = false;
- };
- Sound.prototype.pause = function () {
- //this._soundSource.p
- };
- Sound.prototype.setVolume = function (newVolume) {
- this._volume = newVolume;
- };
- Sound.prototype.getVolume = function () {
- return this._volume;
- };
- Sound.prototype.attachToMesh = function (meshToConnectTo) {
- var _this = this;
- this._connectedMesh = meshToConnectTo;
- meshToConnectTo.registerAfterWorldMatrixUpdate(function (connectedMesh) {
- return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh);
- });
- };
- Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
- this.setPosition(connectedMesh.position);
- if (this._isDirectional && this._isPlaying) {
- this._updateDirection();
- }
- };
- Sound.prototype._soundLoaded = function (audioData) {
- var _this = this;
- this._isLoaded = true;
- this._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);
- });
- };
- return Sound;
- })();
- BABYLON.Sound = Sound;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.sound.js.map
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