本文整理匯總了TypeScript中web-audio-api-player.PlayerCore.addSoundToQueue方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript PlayerCore.addSoundToQueue方法的具體用法?TypeScript PlayerCore.addSoundToQueue怎麽用?TypeScript PlayerCore.addSoundToQueue使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類web-audio-api-player.PlayerCore
的用法示例。
在下文中一共展示了PlayerCore.addSoundToQueue方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。
示例1: 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?
//.........這裏部分代碼省略.........
示例2: PlayerCore
//.........這裏部分代碼省略.........
//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) => {
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);
isPlaying = true;
looper();
},
onPaused: (playTimeOffset) => {
console.log('paused', playTimeOffset);
isPlaying = false;
},
onStopped: (playTimeOffset) => {
console.log('stopped', playTimeOffset);
isPlaying = false;
},
onResumed: (playTimeOffset) => {
console.log('resumed', playTimeOffset);
isPlaying = true;
looper();
},
onEnded: (willPlayNext) => {
console.log('ended', willPlayNext);
if (!willPlayNext) {
playerUI.switchPlayerContext('on');
}
isPlaying = false;
}
};
// add the first song to queue
let firstSound = player.addSoundToQueue(firstSoundAttributes);
});