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- module BABYLON {
- export class Sound {
- public maxDistance: number = 20;
- public autoplay: boolean = false;
- public loop: boolean = false;
- public useBabylonJSAttenuation: boolean = true;
- public soundTrackId: number;
- 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;
- private _isPlaying: boolean = false;
- private _isDirectional: boolean = false;
- private _audioEngine: BABYLON.AudioEngine;
- private _readyToPlayCallback;
- private _audioBuffer;
- private _soundSource: AudioBufferSourceNode;
- private _soundPanner: PannerNode;
- private _soundGain: GainNode;
- // Used if you'd like to create a directional sound.
- // If not set, the sound will be omnidirectional
- private _coneInnerAngle: number = null;
- private _coneOuterAngle: number = null;
- private _coneOuterGain: number = null;
- private _scene: BABYLON.Scene;
- private _name: string;
- private _connectedMesh: BABYLON.AbstractMesh;
- /**
- * 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
- */
- constructor(name: string, url: string, scene: BABYLON.Scene, readyToPlayCallback?: () => void, options?) {
- 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, (data) => { this._soundLoaded(data); }, null, null, true);
- }
- }
- public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode) {
- 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)
- */
- public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number) {
- 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();
- }
- }
- public setPosition(newPosition: Vector3) {
- this._position = newPosition;
- if (this._isPlaying) {
- this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
- }
- }
- public setLocalDirectionToMesh(newLocalDirection: Vector3) {
- this._localDirection = newLocalDirection;
- if (this._connectedMesh && this._isPlaying) {
- this._updateDirection();
- }
- }
- private _updateDirection() {
- var mat = this._connectedMesh.getWorldMatrix();
- var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
- direction.normalize();
- this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
- }
- public updateDistanceFromListener() {
- 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.
- */
- public play(time?: number) {
- 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.
- */
- public stop(time?: number) {
- var stopTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
- this._soundSource.stop(stopTime);
- this._isPlaying = false;
- }
- public pause() {
- //this._soundSource.p
- }
- public setVolume(newVolume: number) {
- this._volume = newVolume;
- }
- public getVolume(): number {
- return this._volume;
- }
- public attachToMesh(meshToConnectTo: BABYLON.AbstractMesh) {
- this._connectedMesh = meshToConnectTo;
- meshToConnectTo.registerAfterWorldMatrixUpdate((connectedMesh: BABYLON.AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh));
- }
- private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) {
- this.setPosition(connectedMesh.position);
- if (this._isDirectional && this._isPlaying) {
- this._updateDirection();
- }
- }
- private _soundLoaded(audioData: ArrayBuffer) {
- this._isLoaded = true;
- this._audioEngine.audioContext.decodeAudioData(audioData, (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);
- });
- }
- }
- }
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