Initial commit of 001code-html Scratch frontend project.
Includes scratch-gui, scratch-vm, scratch-blocks, scratch-render, scratch-l10n, and deployment config. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
170
scratch-blocks/core/workspace_audio.js
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170
scratch-blocks/core/workspace_audio.js
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/**
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* @license
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* Visual Blocks Editor
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*
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* Copyright 2017 Google Inc.
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* https://developers.google.com/blockly/
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* @fileoverview Object in charge of loading, storing, and playing audio for a
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* workspace.
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* @author fenichel@google.com (Rachel Fenichel)
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*/
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'use strict';
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goog.provide('Blockly.WorkspaceAudio');
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goog.require('goog.userAgent');
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/**
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* Class for loading, storing, and playing audio for a workspace.
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* @param {Blockly.WorkspaceSvg} parentWorkspace The parent of the workspace
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* this audio object belongs to, or null.
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* @constructor
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*/
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Blockly.WorkspaceAudio = function(parentWorkspace) {
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/**
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* The parent of the workspace this object belongs to, or null. May be
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* checked for sounds that this object can't find.
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* @type {Blockly.WorkspaceSvg}
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* @private
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*/
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this.parentWorkspace_ = parentWorkspace;
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/**
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* Database of pre-loaded sounds.
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* @private
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* @const
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*/
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this.SOUNDS_ = Object.create(null);
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};
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/**
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* Time that the last sound was played.
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* @type {Date}
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* @private
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*/
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Blockly.WorkspaceAudio.prototype.lastSound_ = null;
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/**
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* Dispose of this audio manager.
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* @package
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*/
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Blockly.WorkspaceAudio.prototype.dispose = function() {
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this.parentWorkspace_ = null;
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this.SOUNDS_ = null;
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};
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/**
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* Load an audio file. Cache it, ready for instantaneous playing.
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* @param {!Array.<string>} filenames List of file types in decreasing order of
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* preference (i.e. increasing size). E.g. ['media/go.mp3', 'media/go.wav']
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* Filenames include path from Blockly's root. File extensions matter.
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* @param {string} name Name of sound.
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* @package
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*/
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Blockly.WorkspaceAudio.prototype.load = function(filenames, name) {
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if (!filenames.length) {
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return;
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}
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try {
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var audioTest = new window['Audio']();
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} catch (e) {
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// No browser support for Audio.
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// IE can throw an error even if the Audio object exists.
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return;
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}
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var sound;
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for (var i = 0; i < filenames.length; i++) {
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var filename = filenames[i];
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var ext = filename.match(/\.(\w+)$/);
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if (ext && audioTest.canPlayType('audio/' + ext[1])) {
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// Found an audio format we can play.
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sound = new window['Audio'](filename);
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break;
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}
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}
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if (sound && sound.play) {
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this.SOUNDS_[name] = sound;
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}
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};
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/**
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* Preload all the audio files so that they play quickly when asked for.
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* @package
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*/
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Blockly.WorkspaceAudio.prototype.preload = function() {
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for (var name in this.SOUNDS_) {
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var sound = this.SOUNDS_[name];
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sound.volume = 0.01;
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var playPromise = sound.play();
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// Edge does not return a promise, so we need to check.
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if (playPromise) {
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// If we don't wait for the play request to complete before calling pause() we will get an exception:
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// Uncaught (in promise) DOMException: The play() request was interrupted by a call to pause().
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// See more: https://developers.google.com/web/updates/2017/06/play-request-was-interrupted
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playPromise.then(sound.pause).catch(function() {
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// Play without user interaction was prevented.
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});
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} else {
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sound.pause();
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}
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// iOS can only process one sound at a time. Trying to load more than one
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// corrupts the earlier ones. Just load one and leave the others uncached.
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if (goog.userAgent.IPAD || goog.userAgent.IPHONE) {
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break;
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}
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}
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};
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/**
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* Play a named sound at specified volume. If volume is not specified,
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* use full volume (1).
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* @param {string} name Name of sound.
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* @param {number=} opt_volume Volume of sound (0-1).
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*/
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Blockly.WorkspaceAudio.prototype.play = function(name, opt_volume) {
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var sound = this.SOUNDS_[name];
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if (sound) {
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// Don't play one sound on top of another.
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var now = new Date;
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if (this.lastSound_ != null &&
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now - this.lastSound_ < Blockly.SOUND_LIMIT) {
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return;
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}
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this.lastSound_ = now;
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var mySound;
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var ie9 = goog.userAgent.DOCUMENT_MODE &&
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goog.userAgent.DOCUMENT_MODE === 9;
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if (ie9 || goog.userAgent.IPAD || goog.userAgent.ANDROID) {
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// Creating a new audio node causes lag in IE9, Android and iPad. Android
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// and IE9 refetch the file from the server, iPad uses a singleton audio
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// node which must be deleted and recreated for each new audio tag.
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mySound = sound;
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} else {
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mySound = sound.cloneNode();
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}
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mySound.volume = (opt_volume === undefined ? 1 : opt_volume);
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mySound.play();
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} else if (this.parentWorkspace_) {
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// Maybe a workspace on a lower level knows about this sound.
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this.parentWorkspace_.getAudioManager().play(name, opt_volume);
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}
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};
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