@camoto/gamemusic
Version:
Read and write music files used by DOS games
68 lines (59 loc) • 1.79 kB
JavaScript
/*
* Settings for digital audio samples used as instruments.
*
* Copyright (C) 2010-2021 Adam Nielsen <malvineous@shikadi.net>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
import Patch from './patch.js';
// Compare PCM samples.
function arrayEqual(a, b) {
if (a.length !== b.length) return false;
for (let i = 0; i < a.length; i++) {
if (a[i] ^ b[i]) return false;
}
return true;
}
export default class PatchPCM extends Patch
{
constructor(params = {}) {
super(params);
this.sampleRate = params.sampleRate || 8000;
this.loopStart = params.loopStart || 0;
this.loopEnd = params.loopEnd || 0;
// loop type? fwd/back/pingpong
this.samples = params.samples || new Uint8Array(0);
}
clone() {
return new PatchPCM({
custom: this.custom,
sampleRate: this.sampleRate,
loopStart: this.loopStart,
loopEnd: this.loopEnd,
samples: new Uint8Array(this.samples, 0, this.samples.length),
});
}
toString() {
return `[PCM:${this.sampleRate}Hz]`;
}
equalTo(b) {
const a = this;
return (
(a.sampleRate === b.sampleRate)
&& (a.loopStart === b.loopStart)
&& (a.loopEnd === b.loopEnd)
&& arrayEqual(a.samples, b.samples)
);
}
}