clean up sound code, reintroduce pitch / inflections

This commit is contained in:
Kevin Ngo
2018-11-08 13:00:47 +08:00
parent 9e223722ce
commit 0c7d7fa9ab
3 changed files with 31 additions and 86 deletions

View File

@@ -20,36 +20,12 @@
<audio id="confirmSound" src="assets/sounds/beatHit.ogg"></audio>
<audio id="hoverSound" src="assets/sounds/hover.ogg"></audio>
<audio id="hitSound1" src="assets/sounds/hit1.ogg"></audio>
<audio id="hitSound2" src="assets/sounds/hit2.ogg"></audio>
<audio id="hitSound3" src="assets/sounds/hit3.ogg"></audio>
<audio id="hitSound4" src="assets/sounds/hit4.ogg"></audio>
<audio id="hitSound5" src="assets/sounds/hit5.ogg"></audio>
<audio id="hitSound6" src="assets/sounds/hit6.ogg"></audio>
<audio id="hitSound7" src="assets/sounds/hit7.ogg"></audio>
<audio id="hitSound8" src="assets/sounds/hit8.ogg"></audio>
<audio id="hitSound9" src="assets/sounds/hit9.ogg"></audio>
<audio id="hitSound10" src="assets/sounds/hit10.ogg"></audio>
<audio id="hitSound1left" src="assets/sounds/hit1left.ogg"></audio>
<audio id="hitSound2left" src="assets/sounds/hit2left.ogg"></audio>
<audio id="hitSound3left" src="assets/sounds/hit3left.ogg"></audio>
<audio id="hitSound4left" src="assets/sounds/hit4left.ogg"></audio>
<audio id="hitSound5left" src="assets/sounds/hit5left.ogg"></audio>
<audio id="hitSound6left" src="assets/sounds/hit6left.ogg"></audio>
<audio id="hitSound7left" src="assets/sounds/hit7left.ogg"></audio>
<audio id="hitSound8left" src="assets/sounds/hit8left.ogg"></audio>
<audio id="hitSound9left" src="assets/sounds/hit9left.ogg"></audio>
<audio id="hitSound10left" src="assets/sounds/hit10left.ogg"></audio>
<audio id="hitSound1right" src="assets/sounds/hit1right.ogg"></audio>
<audio id="hitSound2right" src="assets/sounds/hit2right.ogg"></audio>
<audio id="hitSound3right" src="assets/sounds/hit3right.ogg"></audio>
<audio id="hitSound4right" src="assets/sounds/hit4right.ogg"></audio>
<audio id="hitSound5right" src="assets/sounds/hit5right.ogg"></audio>
<audio id="hitSound6right" src="assets/sounds/hit6right.ogg"></audio>
<audio id="hitSound7right" src="assets/sounds/hit7right.ogg"></audio>
<audio id="hitSound8right" src="assets/sounds/hit8right.ogg"></audio>
<audio id="hitSound9right" src="assets/sounds/hit9right.ogg"></audio>
<audio id="hitSound10right" src="assets/sounds/hit10right.ogg"></audio>
{% for i in range(1, 11) %}
<audio id="hitSound{{ i }}" src="assets/sounds/hit{{ i }}.ogg"></audio>
<audio id="hitSound{{ i }}left" src="assets/sounds/hit{{ i }}left.ogg"></audio>
<audio id="hitSound{{ i }}right" src="assets/sounds/hit{{ i }}right.ogg"></audio>
{% endfor %}
<img id="backglowTexture" src="assets/img/stage/backglow.png">
<img id="cursorMeshImg" src="assets/models/laser/laser.png">

View File

@@ -1,12 +1,10 @@
var audioContext = new window.AudioContext();
var sourceCreatedCallback = null;
const LAYER_BOTTOM = 'bottom';
const LAYER_MIDDLE = 'middle';
const LAYER_TOP = 'top';
// Allows for modifying detune. PR has been sent to three.js.
/*
THREE.Audio.prototype.play = function () {
if (this.isPlaying === true) {
console.warn('THREE.Audio: Audio is already playing.');
@@ -33,27 +31,26 @@ THREE.Audio.prototype.play = function () {
this.source = source;
return this.connect();
};
*/
/**
* Beat hit sound using positional audio and audio buffer source.
*/
AFRAME.registerComponent('beat-hit-sound', {
directionsToSounds: {
'up': '',
'down': '',
'upleft': 'left',
'upright': 'right',
'downleft': 'left',
'downright': 'right',
'left': 'left',
'right': 'right'
up: '',
down: '',
upleft: 'left',
upright: 'right',
downleft: 'left',
downright: 'right',
left: 'left',
right: 'right'
},
init: function () {
this.currentBeatEl = null;
this.currentCutDirection = '';
for (let i = 1; i <= 10; i++) {
this.el.setAttribute(`sound__beathit${i}`, {
poolSize: 4,
@@ -68,26 +65,22 @@ AFRAME.registerComponent('beat-hit-sound', {
src: `#hitSound${i}right`
});
}
this.processSound = this.processSound.bind(this);
sourceCreatedCallback = this.sourceCreatedCallback.bind(this);
this.processSound = this.processSound.bind(this);
},
play: function () {
// Kick three.js loader...Don't know why sometimes doesn't load.
for (let i = 1; i <= 10; i++) {
if (!this.el.components[`sound__beathit${i}`].loaded) {
console.log(`[beat-hit-sound: hit${i}] Kicking three.js AudioLoader / sound component...`);
this.el.setAttribute(`sound__beathit${i}`, 'src', '');
this.el.setAttribute(`sound__beathit${i}`, 'src', `#hitSound${i}`);
}
if (!this.el.components[`sound__beathit${i}left`].loaded) {
console.log(`[beat-hit-sound: hit${i}left] Kicking three.js AudioLoader / sound component...`);
this.el.setAttribute(`sound__beathit${i}left`, 'src', '');
this.el.setAttribute(`sound__beathit${i}left`, 'src', `#hitSound${i}left`);
}
if (!this.el.components[`sound__beathit${i}right`].loaded) {
console.log(`[beat-hit-sound: hit${i}right] Kicking three.js AudioLoader / sound component...`);
this.el.setAttribute(`sound__beathit${i}right`, 'src', '');
this.el.setAttribute(`sound__beathit${i}right`, 'src', `#hitSound${i}right`);
}
@@ -97,21 +90,25 @@ AFRAME.registerComponent('beat-hit-sound', {
playSound: function (beatEl, cutDirection) {
const rand = 1 + Math.floor(Math.random() * 10);
const dir = this.directionsToSounds[cutDirection || 'up'];
//console.log(`sound__beathit${rand}${dir}`);
const soundPool = this.el.components[`sound__beathit${rand}${dir}`];
this.currentBeatEl = beatEl;
this.currentCutDirection = cutDirection;
//soundPool.playSound(this.processSound);
soundPool.playSound();
soundPool.playSound(this.processSound);
},
/**
* Set audio stuff before playing.
*/
processSound: function (audio) {
audio.detune = 0;
this.currentBeatEl.object3D.getWorldPosition(audio.position);
},
/**
* Function callback to process source buffer once created.
* Set detune for pitch and inflections.
*/
sourceCreatedCallback: function (source) {
// Pitch.
// Pitch based on layer.
const layer = this.getLayer(this.currentBeatEl.object3D.position.y);
if (layer === LAYER_BOTTOM) {
source.detune.setValueAtTime(-400, 0);
@@ -119,15 +116,18 @@ AFRAME.registerComponent('beat-hit-sound', {
source.detune.setValueAtTime(200, 0);
}
// Inflection.
// Inflection on strike down or up.
if (this.currentCutDirection === 'down') {
source.detune.linearRampToValueAtTime(-400, 1);
}
if (this.currentCutDirection === 'up') {
source.detune.linearRampToValueAtTime(400, 1);
}
},
},
/**
* Get whether beat is on bottom, middle, or top layer.
*/
getLayer: function (y) {
if (y === 1) { return LAYER_BOTTOM; }
if (y === 1.70) { return LAYER_TOP; }

View File

@@ -58,39 +58,8 @@
<a-entity id="container">
<a-entity
id="beatContainer"
beat-hit-sound
bind__pause="isPaused: !isPlaying"
sound__beathit1="poolSize: 4; src: assets/sounds/hit1.ogg"
sound__beathit2="poolSize: 4; src: assets/sounds/hit2.ogg"
sound__beathit3="poolSize: 4; src: assets/sounds/hit3.ogg"
sound__beathit4="poolSize: 4; src: assets/sounds/hit4.ogg"
sound__beathit5="poolSize: 4; src: assets/sounds/hit5.ogg"
sound__beathit6="poolSize: 4; src: assets/sounds/hit6.ogg"
sound__beathit7="poolSize: 4; src: assets/sounds/hit7.ogg"
sound__beathit8="poolSize: 4; src: assets/sounds/hit8.ogg"
sound__beathit9="poolSize: 4; src: assets/sounds/hit9.ogg"
sound__beathit10="poolSize: 4; src: assets/sounds/hit10.ogg"
sound__beathit1left="poolSize: 4; src: assets/sounds/hit1left.ogg"
sound__beathit2left="poolSize: 4; src: assets/sounds/hit2left.ogg"
sound__beathit3left="poolSize: 4; src: assets/sounds/hit3left.ogg"
sound__beathit4left="poolSize: 4; src: assets/sounds/hit4left.ogg"
sound__beathit5left="poolSize: 4; src: assets/sounds/hit5left.ogg"
sound__beathit6left="poolSize: 4; src: assets/sounds/hit6left.ogg"
sound__beathit7left="poolSize: 4; src: assets/sounds/hit7left.ogg"
sound__beathit8left="poolSize: 4; src: assets/sounds/hit8left.ogg"
sound__beathit9left="poolSize: 4; src: assets/sounds/hit9left.ogg"
sound__beathit10left="poolSize: 4; src: assets/sounds/hit10left.ogg"
sound__beathit1right="poolSize: 4; src: assets/sounds/hit1right.ogg"
sound__beathit2right="poolSize: 4; src: assets/sounds/hit2right.ogg"
sound__beathit3right="poolSize: 4; src: assets/sounds/hit3right.ogg"
sound__beathit4right="poolSize: 4; src: assets/sounds/hit4right.ogg"
sound__beathit5right="poolSize: 4; src: assets/sounds/hit5right.ogg"
sound__beathit6right="poolSize: 4; src: assets/sounds/hit6right.ogg"
sound__beathit7right="poolSize: 4; src: assets/sounds/hit7right.ogg"
sound__beathit8right="poolSize: 4; src: assets/sounds/hit8right.ogg"
sound__beathit9right="poolSize: 4; src: assets/sounds/hit9right.ogg"
sound__beathit10right="poolSize: 4; src: assets/sounds/hit10right.ogg"
></a-entity>
beat-hit-sound></a-entity>
{% include './templates/stage.html' %}
{% include './templates/loading.html' %}
{% include './templates/score.html' %}