Fix pausing issues when using Web Audio samples
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@ -423,68 +423,38 @@ class SampleNode {
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this.streamObjectId = params.streamObjectId;
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/** @type {number} */
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this.offset = options.offset ?? 0;
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/** @type {LoopMode} */
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/** @type {number} */
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this.startTime = options.startTime ?? 0;
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/** @type {boolean} */
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this.isPaused = false;
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/** @type {number} */
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this.pauseTime = 0;
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/** @type {number} */
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this._playbackRate = 44100;
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/** @type {LoopMode} */
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this._loopMode = 'disabled';
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this.loopMode = 'disabled';
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/** @type {number} */
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this._pitchScale = 1;
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/** @type {number} */
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this._sourceStartTime = 0;
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/** @type {Map<Bus, SampleNodeBus>} */
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this._sampleNodeBuses = new Map();
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/** @type {AudioBufferSourceNode} */
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/** @type {AudioBufferSourceNode | null} */
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this._source = GodotAudio.ctx.createBufferSource();
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/** @type {AudioBufferSourceNode["onended"]} */
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this._onended = null;
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this.setPlaybackRate(options.playbackRate ?? 44100);
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this.setLoopMode(options.loopMode ?? this.getSample().loopMode ?? 'disabled');
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this.loopMode = options.loopMode ?? this.getSample().loopMode ?? 'disabled';
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this._source.buffer = this.getSample().getAudioBuffer();
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/** @type {SampleNode} */
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// eslint-disable-next-line consistent-this
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const self = this;
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this._source.addEventListener('ended', (_) => {
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switch (self.getSample().loopMode) {
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case 'disabled':
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GodotAudio.SampleNode.stopSampleNode(self.id);
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break;
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default:
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// do nothing
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}
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});
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this._addEndedListener();
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const bus = GodotAudio.Bus.getBus(params.busIndex);
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const sampleNodeBus = this.getSampleNodeBus(bus);
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sampleNodeBus.setVolume(options.volume);
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}
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/**
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* Gets the loop mode of the current instance.
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* @returns {LoopMode}
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*/
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getLoopMode() {
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return this._loopMode;
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}
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/**
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* Sets the loop mode of the current instance.
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* @param {LoopMode} val Value to set.
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* @returns {void}
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*/
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setLoopMode(val) {
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this._loopMode = val;
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switch (val) {
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case 'forward':
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case 'backward':
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this._source.loop = true;
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break;
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default:
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this._source.loop = false;
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}
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}
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/**
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* Gets the playback rate.
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* @returns {number}
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@ -542,7 +512,8 @@ class SampleNode {
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* @returns {void}
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*/
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start() {
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this._source.start(this.offset);
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this._resetSourceStartTime();
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this._source.start(this.startTime, this.offset);
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}
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/**
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@ -550,10 +521,19 @@ class SampleNode {
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* @returns {void}
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*/
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stop() {
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this._source.stop();
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this.clear();
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}
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/**
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* Restarts the `SampleNode`.
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*/
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restart() {
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this.isPaused = false;
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this.pauseTime = 0;
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this._resetSourceStartTime();
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this._restart();
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}
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/**
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* Pauses the `SampleNode`.
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* @param {boolean} [enable=true] State of the pause.
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@ -561,21 +541,11 @@ class SampleNode {
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*/
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pause(enable = true) {
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if (enable) {
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this.pauseTime = (GodotAudio.ctx.currentTime - this.startTime) / this.playbackRate;
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this._source.stop();
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this._pause();
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return;
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}
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if (this.pauseTime === 0) {
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return;
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}
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this._source.disconnect();
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this._source = GodotAudio.ctx.createBufferSource();
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this._source.buffer = this.getSample().getAudioBuffer();
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this._source.connect(this._gain);
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this._source.start(this.offset + this.pauseTime);
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this._unpause();
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}
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/**
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@ -623,19 +593,33 @@ class SampleNode {
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* @returns {void}
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*/
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clear() {
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this._source.stop();
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this._source.disconnect();
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this._source = null;
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this.isPaused = false;
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this.pauseTime = 0;
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if (this._source != null) {
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this._source.removeEventListener('ended', this._onended);
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this._onended = null;
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this._source.stop();
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this._source.disconnect();
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this._source = null;
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}
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for (const sampleNodeBus of this._sampleNodeBuses.values()) {
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sampleNodeBus.clear();
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}
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this._sampleNodeBuses.clear();
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this._sampleNodeBuses = null;
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GodotAudio.SampleNode.delete(this.id);
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}
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/**
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* Resets the source start time
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* @returns {void}
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*/
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_resetSourceStartTime() {
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this._sourceStartTime = GodotAudio.ctx.currentTime;
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}
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/**
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* Syncs the `AudioNode` playback rate based on the `SampleNode` playback rate and pitch scale.
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* @returns {void}
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@ -643,6 +627,80 @@ class SampleNode {
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_syncPlaybackRate() {
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this._source.playbackRate.value = this.getPlaybackRate() * this.getPitchScale();
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}
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/**
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* Restarts the `SampleNode`.
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* Honors `isPaused` and `pauseTime`.
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* @returns {void}
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*/
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_restart() {
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this._source.disconnect();
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this._source = GodotAudio.ctx.createBufferSource();
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this._source.buffer = this.getSample().getAudioBuffer();
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// Make sure that we connect the new source to the sample node bus.
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for (const sampleNodeBus of this._sampleNodeBuses.values()) {
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this.connect(sampleNodeBus.getInputNode());
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}
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this._addEndedListener();
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const pauseTime = this.isPaused
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? this.pauseTime
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: 0;
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this._source.start(this.startTime, this.offset + pauseTime);
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}
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/**
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* Pauses the `SampleNode`.
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* @returns {void}
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*/
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_pause() {
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this.isPaused = true;
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this.pauseTime = (GodotAudio.ctx.currentTime - this._sourceStartTime) / this.getPlaybackRate();
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this._source.stop();
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}
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/**
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* Unpauses the `SampleNode`.
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* @returns {void}
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*/
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_unpause() {
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this._restart();
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this.isPaused = false;
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this.pauseTime = 0;
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}
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/**
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* Adds an "ended" listener to the source node to repeat it if necessary.
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* @returns {void}
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*/
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_addEndedListener() {
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if (this._onended != null) {
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this._source.removeEventListener('ended', this._onended);
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}
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/** @type {SampleNode} */
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// eslint-disable-next-line consistent-this
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const self = this;
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this._onended = (_) => {
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if (self.isPaused) {
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return;
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}
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switch (self.getSample().loopMode) {
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case 'disabled':
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self.stop();
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break;
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case 'forward':
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case 'backward':
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self.restart();
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break;
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default:
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// do nothing
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}
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};
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this._source.addEventListener('ended', this._onended);
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}
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}
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/**
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