my goal is to build playing drums using vanilla Javascript, whole code worked perfectly when I was using only the keydown
event, unfortunately, my drums have to play also on mouse 'click'.
When I added "|| event.button == aKey == 0"
this part to my condition, it still plays, but only one sound on each key. So I assumed that there is something wrong with my condition.
And also if it would be possible to somehow make my code less repeatable, I would appreciate it.
const aKey = document.getElementById("A-key");
const sKey = document.getElementById("S-key");
const dKey = document.getElementById("D-key");
const fKey = document.getElementById("F-key");
const gKey = document.getElementById("G-key");
const hKey = document.getElementById("H-key");
const jKey = document.getElementById("J-key");
const kKey = document.getElementById("K-key");
const lKey = document.getElementById("L-key");
const playFunction = (event) => {
if (event.code == "KeyA" || event.button == aKey == 0) {
//
let audioA = document.createElement("AUDIO");
if (audioA.canPlayType("audio/wav")) {
audioA.setAttribute("src","sounds/boom.wav");
}
audioA.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioA);
} else if (event.code == "KeyS" || event.button == sKey == 0 ) {
let audioS= document.createElement("AUDIO");
if (audioS.canPlayType("audio/wav")) {
audioS.setAttribute("src","sounds/clap.wav");
}
audioS.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioS);
} else if (event.code == "KeyD" || event.button == dKey == 0) {
let audioD = document.createElement("AUDIO");
if (audioD.canPlayType("audio/wav")) {
audioD.setAttribute("src","sounds/hihat.wav");
}
audioD.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioD);
} else if (event.code == "KeyF" || event.button == fKey == 0) {
let audioF = document.createElement("AUDIO");
if (audioF.canPlayType("audio/wav")) {
audioF.setAttribute("src","sounds/kick.wav");
}
audioF.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioF);
} else if (event.code == "KeyG" || event.button == gKey == 0) {
let audioG = document.createElement("AUDIO");
if (audioG.canPlayType("audio/wav")) {
audioG.setAttribute("src","sounds/openhat.wav");
}
audioG.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioG);
} else if (event.code == "KeyH" || event.button == hKey == 0) {
let audioH = document.createElement("AUDIO");
if (audioH.canPlayType("audio/wav")) {
audioH.setAttribute("src","sounds/ride.wav");
}
audioH.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioH);
} else if (event.code == "KeyJ" || event.button == jKey == 0) {
let audioJ = document.createElement("AUDIO");
if (audioJ.canPlayType("audio/wav")) {
audioJ.setAttribute("src","sounds/snare.wav");
}
audioJ.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioJ);
} else if (event.code == "KeyK" || event.button == kKey == 0) {
let audioK = document.createElement("AUDIO");
if (audioK.canPlayType("audio/wav")) {
audioK.setAttribute("src","sounds/tink.wav");
}
audioK.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioK);
} else if (event.code == "KeyL" || event.button == lKey == 0) {
let audioL = document.createElement("AUDIO");
if (audioL.canPlayType("audio/wav")) {
audioL.setAttribute("src","sounds/tom.wav");
}
audioL.setAttribute("autoplay", "autoplay");
document.body.appendChild(audioL);
} else {
console.log("Try to use specified keys.")
}
};
window.addEventListener('keydown', playFunction, false);
window.addEventListener('click', playFunction, false);
event.button == kKey == 0
doesn't make much sense. This evaluates like (foo == bar) == baz
, that is, the first condition is tested, then the result of that (true or false) is checked against the other condition. If you want to test multiple conditions, use ||
or &&
between every condition. Also, always use ===
to avoid surprising conversion behavior.
As for the refactor request, whenever you have a bunch of branches that only differ based on parameterizable values, like the button text or the sound, use a data structure such as an array or object and index/key into it.
Specifically, all you need here are key -> audio or audio URL pairs, so an object seems suitable.
Once you have such a structure, then you can access the power of loops to DRY out your code.
I don't have your audio files or markup, so you can try to adapt this proof of concept to your project:
const baseURL = `https://upload.wikimedia.org/wikipedia/commons/`;
const sounds = {
a: `7/7c/Bombo_Leg%C3%BCero_Grave.ogg`,
s: `7/7f/Bombo_Ac%C3%BAstico.ogg`,
d: `3/35/Bongo_Agudo.ogg`,
f: `4/44/Bongo_Grave.ogg`,
g: `b/b4/Sting.ogg`,
// ... add more key-sound URL pairs ...
};
Object.keys(sounds).forEach(key => {
const btn = document.createElement("button");
document.querySelector("#drum-pad").appendChild(btn);
const sound = new Audio(baseURL + sounds[key]);
sounds[key] = sound;
btn.textContent = key;
btn.addEventListener("click", e => {
sound.currentTime = 0;
sound.play();
});
});
document.addEventListener("keydown", e => {
if (sounds[e.key]) {
sounds[e.key].currentTime = 0;
sounds[e.key].play();
}
});
<div id="drum-pad"></div>