本文整理汇总了TypeScript中web-audio-api-player.PlayerCore类的典型用法代码示例。如果您正苦于以下问题:TypeScript PlayerCore类的具体用法?TypeScript PlayerCore怎么用?TypeScript PlayerCore使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了PlayerCore类的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: constructor
constructor(player: PlayerCore) {
// compatibility goal: minimum IE11
this.player = player;
// buttons box
this._buttonsBox = document.getElementById('js-buttons-box');
// slider (html5 input range)
this._volumeSlider = document.getElementById('js-player-volume') as HTMLInputElement;
// loading progress bar (html5 input range)
this._loadingProgressBar = document.getElementById('js-player-loading-progress') as HTMLInputElement;
// playing progress bar (html5 input range)
this._playingProgressBar = document.getElementById('js-player-playing-progress') as HTMLInputElement;
// start listening to events
this._createListeners();
// set the initial volume volume to the volume input range
this._volumeSlider.value = String(this.player.getVolume());
}
示例2: PlayerCore
$(function () {
let options: ICoreOptions = {
soundsBaseUrl: 'https://mp3l.jamendo.com/?trackid=',
playingProgressIntervalTime: 500
};
let player = new PlayerCore(options);
let playerUI = new PlayerUI(player);
let firstSoundAttributes: ISoundAttributes = {
sources: '1314412&format=mp31',
id: 1314412,
playlistId: 0,
onLoading: (loadingProgress, maximumValue, currentValue) => {
console.log('loading: ', loadingProgress, maximumValue, currentValue);
playerUI.setLoadingProgress(loadingProgress);
},
onPlaying: (playingProgress, maximumValue, currentValue) => {
console.log('playing: ', playingProgress, maximumValue, currentValue);
playerUI.setPlayingProgress(playingProgress);
},
onStarted: (playTimeOffset) => {
console.log('started', playTimeOffset);
},
onPaused: (playTimeOffset) => {
console.log('paused', playTimeOffset);
},
onStopped: (playTimeOffset) => {
console.log('stopped', playTimeOffset);
},
onResumed: (playTimeOffset) => {
console.log('resumed', playTimeOffset);
},
onEnded: (willPlayNext) => {
console.log('ended', willPlayNext);
if (!willPlayNext) {
playerUI.switchPlayerContext('on');
}
}
};
// add the first song to queue
let firstSound = player.addSoundToQueue(firstSoundAttributes);
let secondSoundAttributes: ISoundAttributes = {
sources: '1214935&format=ogg1',
id: 1214935,
playlistId: 0,
onLoading: (loadingProgress, maximumValue, currentValue) => {
console.log('loading: ', loadingProgress, maximumValue, currentValue);
playerUI.setLoadingProgress(loadingProgress);
},
onPlaying: (playingProgress, maximumValue, currentValue) => {
console.log('playing: ', playingProgress, maximumValue, currentValue);
playerUI.setPlayingProgress(playingProgress);
},
onStarted: (playTimeOffset) => {
console.log('started', playTimeOffset);
},
onPaused: (playTimeOffset) => {
console.log('paused', playTimeOffset);
},
onStopped: (playTimeOffset) => {
console.log('stopped', playTimeOffset);
},
onResumed: (playTimeOffset) => {
console.log('resumed', playTimeOffset);
},
onEnded: (willPlayNext) => {
console.log('ended', willPlayNext);
if (!willPlayNext) {
playerUI.switchPlayerContext('on');
}
}
};
// add another song
let secondSound = player.addSoundToQueue(secondSoundAttributes);
//let volume = 90;
//player.setVolume(volume);
// play first song in the queue
//player.play();
// play next song
//player.play(player.PLAY_SOUND_NEXT);
// TODO: use the sound to display the loading progress
// TODO: add two sounds, then play the second one by passing it's id, queue should get rid of first song and immediatly play the second one
// TODO: add a playlist of multiple songs at once, play some song (not the first one), again queue up until that song should get wiped, then play any previous song by id
// but as queue won't know that song, we need to trigger some error
// do this again but this time reset queue and repopulate it, then play the previous song
// TODO: can we add some playlist support to avoid that the user manually needs to manage the queue? especially to avoid having to reset it when playing earlier song and then rebuild himself?
//.........这里部分代码省略.........
示例3: PlayerCore
$(function () {
let options: ICoreOptions = {
soundsBaseUrl: 'https://mp3l.jamendo.com/?trackid=',
playingProgressIntervalTime: 500,
//volume: 80
};
let player = new PlayerCore(options);
player.setVolume(80);
let visualizerAudioGraph: any = {};
player.getAudioContext().then((audioContext) => {
let bufferInterval = 1024;
let numberOfInputChannels = 1;
let numberOfOutputChannels = 1;
// create the audio graph
visualizerAudioGraph.gainNode = audioContext.createGain();
visualizerAudioGraph.delayNode = audioContext.createDelay(1);
visualizerAudioGraph.scriptProcessorNode = audioContext.createScriptProcessor(bufferInterval, numberOfInputChannels, numberOfOutputChannels);
visualizerAudioGraph.analyserNode = audioContext.createAnalyser();
// analyser options
visualizerAudioGraph.analyserNode.smoothingTimeConstant = 0.2;
visualizerAudioGraph.analyserNode.minDecibels = -100;
visualizerAudioGraph.analyserNode.maxDecibels = -33;
visualizerAudioGraph.analyserNode.fftSize = 16384;
//visualizerAudioGraph.analyserNode.fftSize = 2048;
// connect the nodes
visualizerAudioGraph.delayNode.connect(audioContext.destination);
visualizerAudioGraph.scriptProcessorNode.connect(audioContext.destination);
visualizerAudioGraph.analyserNode.connect(visualizerAudioGraph.scriptProcessorNode);
visualizerAudioGraph.gainNode.connect(visualizerAudioGraph.delayNode);
player.setAudioGraph(visualizerAudioGraph);
});
let isPlaying = false;
// canvas painting loop
function looper() {
if (!isPlaying) {
return;
}
window.webkitRequestAnimationFrame(looper);
// visualizer
var initialArray = new Uint8Array(visualizerAudioGraph.analyserNode.frequencyBinCount);
visualizerAudioGraph.analyserNode.getByteFrequencyData(initialArray);
console.log(initialArray);
//var binsArray = transformToVisualBins(initialArray);
//console.log(binsArray);
var VisualData = GetVisualBins(initialArray)
var TransformedVisualData = transformToVisualBins(VisualData)
console.log(TransformedVisualData);
ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear the canvas
ctx.fillStyle = 'red'; // Color of the bars
for (var y = 0; y < SpectrumBarCount; y++) {
let bar_x = y * barWidth;
let bar_width = barWidth;
let bar_height = TransformedVisualData[y];
// fillRect( x, y, width, height ) // Explanation of the parameters below
//ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillRect(bar_x, (canvas.height / 2) - bar_height, bar_width, bar_height);
ctx.fillRect(bar_x, canvas.height / 2, bar_width, bar_height);
}
}
// initialize player ui
let playerUI = new PlayerUI(player);
// add songs to player queue
let firstSoundAttributes: ISoundAttributes = {
sources: '1314412&format=mp31',
id: 1314412,
//sources: '1214935&format=ogg1',
//id: 1214935,
playlistId: 0,
onLoading: (loadingProgress, maximumValue, currentValue) => {
//.........这里部分代码省略.........
示例4:
player.getAudioContext().then((audioContext) => {
let bufferInterval = 1024;
let numberOfInputChannels = 1;
let numberOfOutputChannels = 1;
// create the audio graph
visualizerAudioGraph.gainNode = audioContext.createGain();
visualizerAudioGraph.delayNode = audioContext.createDelay(1);
visualizerAudioGraph.scriptProcessorNode = audioContext.createScriptProcessor(bufferInterval, numberOfInputChannels, numberOfOutputChannels);
visualizerAudioGraph.analyserNode = audioContext.createAnalyser();
// analyser options
visualizerAudioGraph.analyserNode.smoothingTimeConstant = 0.2;
visualizerAudioGraph.analyserNode.minDecibels = -100;
visualizerAudioGraph.analyserNode.maxDecibels = -33;
visualizerAudioGraph.analyserNode.fftSize = 16384;
//visualizerAudioGraph.analyserNode.fftSize = 2048;
// connect the nodes
visualizerAudioGraph.delayNode.connect(audioContext.destination);
visualizerAudioGraph.scriptProcessorNode.connect(audioContext.destination);
visualizerAudioGraph.analyserNode.connect(visualizerAudioGraph.scriptProcessorNode);
visualizerAudioGraph.gainNode.connect(visualizerAudioGraph.delayNode);
player.setAudioGraph(visualizerAudioGraph);
});
示例5: _onChangePlayingProgress
protected _onChangePlayingProgress(event: Event) {
let rangeElement = event.target as HTMLInputElement;
let value = parseInt(rangeElement.value);
this.player.setPosition(value);
}
示例6: _onChangeVolume
protected _onChangeVolume(event: Event) {
// styling the html5 range:
// http://brennaobrien.com/blog/2014/05/style-input-type-range-in-every-browser.html
let rangeElement = event.target as HTMLInputElement;
let value = parseInt(rangeElement.value);
this.player.setVolume(value);
}
示例7: _onClickButtonsBox
protected _onClickButtonsBox(event: Event) {
event.preventDefault();
let $button = event.target as HTMLElement;
if ($button.localName === 'span') {
$button = $button.parentElement;
}
if ($button.id === 'js-play-pause-button') {
let playerContext = this._buttonsBox.dataset['playerContext'];
switch (playerContext) {
// is playing
case 'on':
this.player.pause();
break;
// is paused
case 'off':
this.player.play();
break;
}
this.switchPlayerContext(playerContext);
}
if ($button.id === 'js-previous-button') {
this.setPlayingProgress(0);
let playerContext = this._buttonsBox.dataset['playerContext'];
if (playerContext === 'off') {
this.switchPlayerContext(playerContext);
}
this.player.play('previous');
}
if ($button.id === 'js-next-button') {
this.setPlayingProgress(0);
let playerContext = this._buttonsBox.dataset['playerContext'];
if (playerContext === 'off') {
this.switchPlayerContext(playerContext);
}
this.player.play('next');
}
if ($button.id === 'js-shuffle-button') {
// TODO
}
if ($button.id === 'js-repeat-button') {
// TODO
}
}