Make noiseArrays generate samples lazily (#386)

* Make noiseArrays generate samples lazily

* getter -> get

* Create noiseBuffers instead of arrays

fixes #384
This commit is contained in:
Paul Varache 2018-09-10 19:20:02 +01:00 committed by Yotam Mann
parent 982deb3f62
commit cfa23cfd24

View file

@ -185,75 +185,74 @@ define(["../core/Tone", "../source/Source", "../core/Buffer",
* @private
* @type {Array}
*/
var _noiseArrays = {
"pink" : (function(){
var buffer = [];
for (var channelNum = 0; channelNum < channels; channelNum++){
var channel = new Float32Array(bufferLength);
buffer[channelNum] = channel;
var b0, b1, b2, b3, b4, b5, b6;
b0 = b1 = b2 = b3 = b4 = b5 = b6 = 0.0;
for (var i = 0; i < bufferLength; i++){
var white = Math.random() * 2 - 1;
b0 = 0.99886 * b0 + white * 0.0555179;
b1 = 0.99332 * b1 + white * 0.0750759;
b2 = 0.96900 * b2 + white * 0.1538520;
b3 = 0.86650 * b3 + white * 0.3104856;
b4 = 0.55000 * b4 + white * 0.5329522;
b5 = -0.7616 * b5 - white * 0.0168980;
channel[i] = b0 + b1 + b2 + b3 + b4 + b5 + b6 + white * 0.5362;
channel[i] *= 0.11; // (roughly) compensate for gain
b6 = white * 0.115926;
}
}
return buffer;
}()),
"brown" : (function(){
var buffer = [];
for (var channelNum = 0; channelNum < channels; channelNum++){
var channel = new Float32Array(bufferLength);
buffer[channelNum] = channel;
var lastOut = 0.0;
for (var i = 0; i < bufferLength; i++){
var white = Math.random() * 2 - 1;
channel[i] = (lastOut + (0.02 * white)) / 1.02;
lastOut = channel[i];
channel[i] *= 3.5; // (roughly) compensate for gain
}
}
return buffer;
})(),
"white" : (function(){
var buffer = [];
for (var channelNum = 0; channelNum < channels; channelNum++){
var channel = new Float32Array(bufferLength);
buffer[channelNum] = channel;
for (var i = 0; i < bufferLength; i++){
channel[i] = Math.random() * 2 - 1;
}
}
return buffer;
}())
};
/**
* static noise buffers
* @static
* @private
* @type {Tone.Buffer}
*/
var _noiseBuffers = {};
var _noiseCache = {};
//create the Tone.Buffers
function createBuffers(){
for (var type in _noiseArrays){
_noiseBuffers[type] = new Tone.Buffer().fromArray(_noiseArrays[type]);
Object.defineProperty(_noiseBuffers, "pink", {
get : function(){
if (!_noiseCache.pink){
var buffer = [];
for (var channelNum = 0; channelNum < channels; channelNum++){
var channel = new Float32Array(bufferLength);
buffer[channelNum] = channel;
var b0, b1, b2, b3, b4, b5, b6;
b0 = b1 = b2 = b3 = b4 = b5 = b6 = 0.0;
for (var i = 0; i < bufferLength; i++){
var white = Math.random() * 2 - 1;
b0 = 0.99886 * b0 + white * 0.0555179;
b1 = 0.99332 * b1 + white * 0.0750759;
b2 = 0.96900 * b2 + white * 0.1538520;
b3 = 0.86650 * b3 + white * 0.3104856;
b4 = 0.55000 * b4 + white * 0.5329522;
b5 = -0.7616 * b5 - white * 0.0168980;
channel[i] = b0 + b1 + b2 + b3 + b4 + b5 + b6 + white * 0.5362;
channel[i] *= 0.11; // (roughly) compensate for gain
b6 = white * 0.115926;
}
}
_noiseCache.pink = new Tone.Buffer().fromArray(buffer);
}
return _noiseCache.pink;
}
}
});
//create the noise buffers
Tone.getContext(createBuffers);
Tone.Context.on("init", createBuffers);
Object.defineProperty(_noiseBuffers, "brown", {
get : function(){
if (!_noiseCache.brown){
var buffer = [];
for (var channelNum = 0; channelNum < channels; channelNum++){
var channel = new Float32Array(bufferLength);
buffer[channelNum] = channel;
var lastOut = 0.0;
for (var i = 0; i < bufferLength; i++){
var white = Math.random() * 2 - 1;
channel[i] = (lastOut + (0.02 * white)) / 1.02;
lastOut = channel[i];
channel[i] *= 3.5; // (roughly) compensate for gain
}
}
_noiseCache.brown = new Tone.Buffer().fromArray(buffer);
}
return _noiseCache.brown;
}
});
Object.defineProperty(_noiseBuffers, "white", {
get : function(){
if (!_noiseCache.white){
var buffer = [];
for (var channelNum = 0; channelNum < channels; channelNum++){
var channel = new Float32Array(bufferLength);
buffer[channelNum] = channel;
for (var i = 0; i < bufferLength; i++){
channel[i] = Math.random() * 2 - 1;
}
}
_noiseCache.white = new Tone.Buffer().fromArray(buffer);
}
return _noiseCache.white;
}
});
return Tone.Noise;
});