Files
blockly/core/workspace_audio.js
Neil Fraser 90b3f75d82 Remove @author tags (#5601)
Our files are up to a decade old, and have churned so much, that the initial author of the file no longer has much meaning.

Furthermore, this will encourage developers to post to the developer group, rather than emailing Googlers (usually me) directly.
2021-10-15 09:50:46 -07:00

164 lines
4.7 KiB
JavaScript

/**
* @license
* Copyright 2017 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
/**
* @fileoverview Object in charge of loading, storing, and playing audio for a
* workspace.
*/
'use strict';
/**
* Object in charge of loading, storing, and playing audio for a
* workspace.
* @class
*/
goog.module('Blockly.WorkspaceAudio');
/* eslint-disable-next-line no-unused-vars */
const WorkspaceSvg = goog.requireType('Blockly.WorkspaceSvg');
const {globalThis} = goog.require('Blockly.utils.global');
const internalConstants = goog.require('Blockly.internalConstants');
const userAgent = goog.require('Blockly.utils.userAgent');
/**
* Class for loading, storing, and playing audio for a workspace.
* @param {WorkspaceSvg} parentWorkspace The parent of the workspace
* this audio object belongs to, or null.
* @constructor
* @alias Blockly.WorkspaceAudio
*/
const WorkspaceAudio = function(parentWorkspace) {
/**
* The parent of the workspace this object belongs to, or null. May be
* checked for sounds that this object can't find.
* @type {WorkspaceSvg}
* @private
*/
this.parentWorkspace_ = parentWorkspace;
/**
* Database of pre-loaded sounds.
* @private
*/
this.SOUNDS_ = Object.create(null);
};
/**
* Time that the last sound was played.
* @type {Date}
* @private
*/
WorkspaceAudio.prototype.lastSound_ = null;
/**
* Dispose of this audio manager.
* @package
*/
WorkspaceAudio.prototype.dispose = function() {
this.parentWorkspace_ = null;
this.SOUNDS_ = null;
};
/**
* Load an audio file. Cache it, ready for instantaneous playing.
* @param {!Array<string>} filenames List of file types in decreasing order of
* preference (i.e. increasing size). E.g. ['media/go.mp3', 'media/go.wav']
* Filenames include path from Blockly's root. File extensions matter.
* @param {string} name Name of sound.
*/
WorkspaceAudio.prototype.load = function(filenames, name) {
if (!filenames.length) {
return;
}
let audioTest;
try {
audioTest = new globalThis['Audio']();
} catch (e) {
// No browser support for Audio.
// IE can throw an error even if the Audio object exists.
return;
}
let sound;
for (let i = 0; i < filenames.length; i++) {
const filename = filenames[i];
const ext = filename.match(/\.(\w+)$/);
if (ext && audioTest.canPlayType('audio/' + ext[1])) {
// Found an audio format we can play.
sound = new globalThis['Audio'](filename);
break;
}
}
if (sound && sound.play) {
this.SOUNDS_[name] = sound;
}
};
/**
* Preload all the audio files so that they play quickly when asked for.
* @package
*/
WorkspaceAudio.prototype.preload = function() {
for (const name in this.SOUNDS_) {
const sound = this.SOUNDS_[name];
sound.volume = 0.01;
const playPromise = sound.play();
// Edge does not return a promise, so we need to check.
if (playPromise !== undefined) {
// If we don't wait for the play request to complete before calling
// pause() we will get an exception: (DOMException: The play() request was
// interrupted) See more:
// https://developers.google.com/web/updates/2017/06/play-request-was-interrupted
playPromise.then(sound.pause).catch(function() {
// Play without user interaction was prevented.
});
} else {
sound.pause();
}
// iOS can only process one sound at a time. Trying to load more than one
// corrupts the earlier ones. Just load one and leave the others uncached.
if (userAgent.IPAD || userAgent.IPHONE) {
break;
}
}
};
/**
* Play a named sound at specified volume. If volume is not specified,
* use full volume (1).
* @param {string} name Name of sound.
* @param {number=} opt_volume Volume of sound (0-1).
*/
WorkspaceAudio.prototype.play = function(name, opt_volume) {
const sound = this.SOUNDS_[name];
if (sound) {
// Don't play one sound on top of another.
const now = new Date;
if (this.lastSound_ !== null &&
now - this.lastSound_ < internalConstants.SOUND_LIMIT) {
return;
}
this.lastSound_ = now;
let mySound;
if (userAgent.IPAD || userAgent.ANDROID) {
// Creating a new audio node causes lag in Android and iPad. Android
// refetches the file from the server, iPad uses a singleton audio
// node which must be deleted and recreated for each new audio tag.
mySound = sound;
} else {
mySound = sound.cloneNode();
}
mySound.volume = (opt_volume === undefined ? 1 : opt_volume);
mySound.play();
} else if (this.parentWorkspace_) {
// Maybe a workspace on a lower level knows about this sound.
this.parentWorkspace_.getAudioManager().play(name, opt_volume);
}
};
exports = WorkspaceAudio;