Tone.js/Tone/instrument/PolySynth.js

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define(["Tone/core/Tone", "Tone/instrument/MonoSynth", "Tone/source/Source"],
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function(Tone){
"use strict";
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/**
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* @class Tone.PolySynth handles voice creation and allocation for any
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* instruments passed in as the second paramter. PolySynth is
* not a synthesizer by itself, it merely manages voices of
* one of the other types of synths, allowing any of the
* monophonic synthesizers to be polyphonic.
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*
* @constructor
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* @extends {Tone.Instrument}
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* @param {number|Object} [polyphony=4] The number of voices to create
* @param {function} [voice=Tone.MonoSynth] The constructor of the voices
* uses Tone.MonoSynth by default.
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* @example
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* //a polysynth composed of 6 Voices of MonoSynth
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* var synth = new Tone.PolySynth(6, Tone.MonoSynth).toMaster();
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* //set the attributes using the set interface
* synth.set("detune", -1200);
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* //play a chord
* synth.triggerAttackRelease(["C4", "E4", "A4"], "4n");
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*/
Tone.PolySynth = function(){
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Tone.Instrument.call(this);
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var options = this.optionsObject(arguments, ["polyphony", "voice"], Tone.PolySynth.defaults);
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/**
* the array of voices
* @type {Array}
*/
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this.voices = new Array(options.polyphony);
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/**
* If there are no more voices available,
* should an active voice be stolen to play the new note?
* @type {Boolean}
*/
this.stealVoices = true;
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/**
* the queue of free voices
* @private
* @type {Array}
*/
this._freeVoices = [];
/**
* keeps track of which notes are down
* @private
* @type {Object}
*/
this._activeVoices = {};
//create the voices
for (var i = 0; i < options.polyphony; i++){
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var v = new options.voice(arguments[2], arguments[3]);
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this.voices[i] = v;
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v.connect(this.output);
}
//make a copy of the voices
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this._freeVoices = this.voices.slice(0);
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//get the prototypes and properties
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};
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Tone.extend(Tone.PolySynth, Tone.Instrument);
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/**
* the defaults
* @const
* @static
* @type {Object}
*/
Tone.PolySynth.defaults = {
"polyphony" : 4,
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"voice" : Tone.MonoSynth
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};
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/**
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* Trigger the attack portion of the note
* @param {Frequency|Array} notes The notes to play. Accepts a single
* Frequency or an array of frequencies.
* @param {Time} [time=now] The start time of the note.
* @param {number} [velocity=1] The velocity of the note.
* @returns {Tone.PolySynth} this
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* @example
* //trigger a chord immediately with a velocity of 0.2
* poly.triggerAttack(["Ab3", "C4", "F5"], undefined, 0.2);
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*/
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Tone.PolySynth.prototype.triggerAttack = function(notes, time, velocity){
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if (!Array.isArray(notes)){
notes = [notes];
}
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for (var i = 0; i < notes.length; i++){
var val = notes[i];
var stringified = JSON.stringify(val);
//retrigger the same note if possible
if (this._activeVoices.hasOwnProperty(stringified)){
this._activeVoices[stringified].triggerAttack(val, time, velocity);
} else if (this._freeVoices.length > 0){
var voice = this._freeVoices.shift();
voice.triggerAttack(val, time, velocity);
this._activeVoices[stringified] = voice;
} else if (this.stealVoices){ //steal a voice
//take the first voice
for (var voiceName in this._activeVoices){
this._activeVoices[voiceName].triggerAttack(val, time, velocity);
break;
}
}
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}
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return this;
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};
/**
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* Trigger the attack and release after the specified duration
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*
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* @param {Frequency|Array} notes The notes to play. Accepts a single
* Frequency or an array of frequencies.
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* @param {Time} duration the duration of the note
* @param {Time} [time=now] if no time is given, defaults to now
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* @param {number} [velocity=1] the velocity of the attack (0-1)
* @returns {Tone.PolySynth} this
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* @example
* //trigger a chord for a duration of a half note
* poly.triggerAttackRelease(["Eb3", "G4", "C5"], "2n");
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*/
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Tone.PolySynth.prototype.triggerAttackRelease = function(notes, duration, time, velocity){
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time = this.toSeconds(time);
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this.triggerAttack(notes, time, velocity);
this.triggerRelease(notes, time + this.toSeconds(duration));
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return this;
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};
/**
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* Trigger the release of the note. Unlike monophonic instruments,
* a note (or array of notes) needs to be passed in as the first argument.
* @param {Frequency|Array} notes The notes to play. Accepts a single
* Frequency or an array of frequencies.
* @param {Time} [time=now] When the release will be triggered.
* @returns {Tone.PolySynth} this
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* @example
* poly.triggerRelease(["Ab3", "C4", "F5"], "+2n");
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*/
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Tone.PolySynth.prototype.triggerRelease = function(notes, time){
if (!Array.isArray(notes)){
notes = [notes];
}
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for (var i = 0; i < notes.length; i++){
//get the voice
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var stringified = JSON.stringify(notes[i]);
var voice = this._activeVoices[stringified];
if (voice){
voice.triggerRelease(time);
this._freeVoices.push(voice);
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delete this._activeVoices[stringified];
voice = null;
}
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}
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return this;
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};
/**
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* Set a member/attribute of the voices.
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* @param {Object|string} params
* @param {number=} value
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* @param {Time=} rampTime
* @returns {Tone.PolySynth} this
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* @example
* poly.set({
* "filter" : {
* "type" : "highpass"
* },
* "envelope" : {
* "attack" : 0.25
* }
* });
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*/
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Tone.PolySynth.prototype.set = function(params, value, rampTime){
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for (var i = 0; i < this.voices.length; i++){
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this.voices[i].set(params, value, rampTime);
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}
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return this;
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};
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/**
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* Get the synth's attributes. Given no arguments get
* will return all available object properties and their corresponding
* values. Pass in a single attribute to retrieve or an array
* of attributes. The attribute strings can also include a "."
* to access deeper properties.
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* @param {Array=} params the parameters to get, otherwise will return
* all available.
*/
Tone.PolySynth.prototype.get = function(params){
return this.voices[0].get(params);
};
/**
* Trigger the release portion of all the currently active voices.
* @param {Time} [time=now] When the notes should be released.
* @return {Tone.PolySynth} this
*/
Tone.PolySynth.prototype.releaseAll = function(time){
for (var i = 0; i < this.voices.length; i++){
this.voices[i].triggerRelease(time);
}
return this;
};
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/**
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* Clean up.
* @returns {Tone.PolySynth} this
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*/
Tone.PolySynth.prototype.dispose = function(){
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Tone.Instrument.prototype.dispose.call(this);
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for (var i = 0; i < this.voices.length; i++){
this.voices[i].dispose();
this.voices[i] = null;
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}
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this.voices = null;
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this._activeVoices = null;
this._freeVoices = null;
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return this;
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};
return Tone.PolySynth;
});