import Tone from "../core/Tone"; import "../source/Source"; import "../core/Buffer"; import "../source/BufferSource"; /** * @class Tone.Noise is a noise generator. It uses looped noise buffers to save on performance. * Tone.Noise supports the noise types: "pink", "white", and "brown". Read more about * colors of noise on [Wikipedia](https://en.wikipedia.org/wiki/Colors_of_noise). * * @constructor * @extends {Tone.Source} * @param {string} type the noise type (white|pink|brown) * @example * //initialize the noise and start * var noise = new Tone.Noise("pink").start(); * * //make an autofilter to shape the noise * var autoFilter = new Tone.AutoFilter({ * "frequency" : "8m", * "min" : 800, * "max" : 15000 * }).connect(Tone.Master); * * //connect the noise * noise.connect(autoFilter); * //start the autofilter LFO * autoFilter.start() */ Tone.Noise = function(){ var options = Tone.defaults(arguments, ["type"], Tone.Noise); Tone.Source.call(this, options); /** * @private * @type {AudioBufferSourceNode} */ this._source = null; /** * the buffer * @private * @type {AudioBuffer} */ this._type = options.type; /** * The playback rate of the noise. Affects * the "frequency" of the noise. * @type {Positive} * @signal */ this._playbackRate = options.playbackRate; }; Tone.extend(Tone.Noise, Tone.Source); /** * the default parameters * * @static * @const * @type {Object} */ Tone.Noise.defaults = { "type" : "white", "playbackRate" : 1 }; /** * The type of the noise. Can be "white", "brown", or "pink". * @memberOf Tone.Noise# * @type {string} * @name type * @example * noise.type = "white"; */ Object.defineProperty(Tone.Noise.prototype, "type", { get : function(){ return this._type; }, set : function(type){ if (this._type !== type){ if (type in _noiseBuffers){ this._type = type; //if it's playing, stop and restart it if (this.state === Tone.State.Started){ var now = this.now(); this._stop(now); this._start(now); } } else { throw new TypeError("Tone.Noise: invalid type: "+type); } } } }); /** * The playback rate of the noise. Affects * the "frequency" of the noise. * @type {Positive} * @signal */ Object.defineProperty(Tone.Noise.prototype, "playbackRate", { get : function(){ return this._playbackRate; }, set : function(rate){ this._playbackRate = rate; if (this._source){ this._source.playbackRate.value = rate; } } }); /** * internal start method * * @param {Time} time * @private */ Tone.Noise.prototype._start = function(time){ var buffer = _noiseBuffers[this._type]; this._source = new Tone.BufferSource(buffer).connect(this.output); this._source.loop = true; this._source.playbackRate.value = this._playbackRate; this._source.start(this.toSeconds(time), Math.random() * (buffer.duration - 0.001)); }; /** * internal stop method * * @param {Time} time * @private */ Tone.Noise.prototype._stop = function(time){ if (this._source){ this._source.stop(this.toSeconds(time)); this._source = null; } }; /** * Restarts the noise. * @param {Time} time When to restart the noise. * @return {Tone.Noise} this */ Tone.Noise.prototype.restart = function(time){ //TODO could be optimized by cancelling the buffer source 'stop' //stop and restart this._stop(time); this._start(time); return this; }; /** * Clean up. * @returns {Tone.Noise} this */ Tone.Noise.prototype.dispose = function(){ Tone.Source.prototype.dispose.call(this); if (this._source !== null){ this._source.disconnect(); this._source = null; } this._buffer = null; return this; }; /////////////////////////////////////////////////////////////////////////// // THE BUFFERS /////////////////////////////////////////////////////////////////////////// //Noise buffer stats var bufferLength = 44100 * 5; var channels = 2; /** * The noise arrays. Generated on initialization. * borrowed heavily from https://github.com/zacharydenton/noise.js * (c) 2013 Zach Denton (MIT) * @static * @private * @type {Array} */ var _noiseBuffers = {}; var _noiseCache = {}; 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; } }); 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; } }); export default Tone.Noise;