mirror of
https://github.com/google/blockly.git
synced 2026-01-08 17:40:09 +01:00
158 lines
4.6 KiB
JavaScript
158 lines
4.6 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.
|
|
* @author fenichel@google.com (Rachel Fenichel)
|
|
*/
|
|
'use strict';
|
|
|
|
goog.provide('Blockly.WorkspaceAudio');
|
|
|
|
/** @suppress {extraRequire} */
|
|
goog.require('Blockly.constants');
|
|
goog.require('Blockly.utils');
|
|
goog.require('Blockly.utils.global');
|
|
goog.require('Blockly.utils.userAgent');
|
|
|
|
goog.requireType('Blockly.WorkspaceSvg');
|
|
|
|
|
|
/**
|
|
* Class for loading, storing, and playing audio for a workspace.
|
|
* @param {Blockly.WorkspaceSvg} parentWorkspace The parent of the workspace
|
|
* this audio object belongs to, or null.
|
|
* @constructor
|
|
*/
|
|
Blockly.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 {Blockly.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
|
|
*/
|
|
Blockly.WorkspaceAudio.prototype.lastSound_ = null;
|
|
|
|
/**
|
|
* Dispose of this audio manager.
|
|
* @package
|
|
*/
|
|
Blockly.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.
|
|
*/
|
|
Blockly.WorkspaceAudio.prototype.load = function(filenames, name) {
|
|
if (!filenames.length) {
|
|
return;
|
|
}
|
|
try {
|
|
var audioTest = new Blockly.utils.global['Audio']();
|
|
} catch (e) {
|
|
// No browser support for Audio.
|
|
// IE can throw an error even if the Audio object exists.
|
|
return;
|
|
}
|
|
var sound;
|
|
for (var i = 0; i < filenames.length; i++) {
|
|
var filename = filenames[i];
|
|
var ext = filename.match(/\.(\w+)$/);
|
|
if (ext && audioTest.canPlayType('audio/' + ext[1])) {
|
|
// Found an audio format we can play.
|
|
sound = new Blockly.utils.global['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
|
|
*/
|
|
Blockly.WorkspaceAudio.prototype.preload = function() {
|
|
for (var name in this.SOUNDS_) {
|
|
var sound = this.SOUNDS_[name];
|
|
sound.volume = 0.01;
|
|
var 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 (Blockly.utils.userAgent.IPAD || Blockly.utils.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).
|
|
*/
|
|
Blockly.WorkspaceAudio.prototype.play = function(name, opt_volume) {
|
|
var sound = this.SOUNDS_[name];
|
|
if (sound) {
|
|
// Don't play one sound on top of another.
|
|
var now = new Date;
|
|
if (this.lastSound_ != null &&
|
|
now - this.lastSound_ < Blockly.SOUND_LIMIT) {
|
|
return;
|
|
}
|
|
this.lastSound_ = now;
|
|
var mySound;
|
|
if (Blockly.utils.userAgent.IPAD || Blockly.utils.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);
|
|
}
|
|
};
|