define(["Tone/core/Tone", "Tone/source/Source"], function(Tone){ "use strict"; /** * @class Noise generator. * Uses looped noise buffers to save on performance. * * @constructor * @extends {Tone.Source} * @param {string} type the noise type (white|pink|brown) * @example * var noise = new Tone.Noise("pink"); */ Tone.Noise = function(){ var options = this.optionsObject(arguments, ["type"], Tone.Noise.defaults); Tone.Source.call(this, options); /** * @private * @type {AudioBufferSourceNode} */ this._source = null; /** * the buffer * @private * @type {AudioBuffer} */ this._buffer = null; this.type = options.type; }; Tone.extend(Tone.Noise, Tone.Source); /** * the default parameters * * @static * @const * @type {Object} */ Tone.Noise.defaults = { "type" : "white", }; /** * The type of the noise. Can be "white", "brown", or "pink". * @memberOf Tone.Noise# * @type {string} * @name type * @options ["white", "brown", "pink"] * @example * noise.type = "white"; */ Object.defineProperty(Tone.Noise.prototype, "type", { get : function(){ if (this._buffer === _whiteNoise){ return "white"; } else if (this._buffer === _brownNoise){ return "brown"; } else if (this._buffer === _pinkNoise){ return "pink"; } }, set : function(type){ if (this.type !== type){ switch (type){ case "white" : this._buffer = _whiteNoise; break; case "pink" : this._buffer = _pinkNoise; break; case "brown" : this._buffer = _brownNoise; break; default : this._buffer = _whiteNoise; } //if it's playing, stop and restart it if (this.state === Tone.State.Started){ var now = this.now() + this.bufferTime; //remove the listener this._source.onended = undefined; this._stop(now); this._start(now); } } } }); /** * internal start method * * @param {Time} time * @private */ Tone.Noise.prototype._start = function(time){ this._source = this.context.createBufferSource(); this._source.buffer = this._buffer; this._source.loop = true; this.connectSeries(this._source, this.output); this._source.start(this.toSeconds(time)); this._source.onended = this.onended; }; /** * internal stop method * * @param {Time} time * @private */ Tone.Noise.prototype._stop = function(time){ if (this._source){ this._source.stop(this.toSeconds(time)); } }; /** * dispose all the components * @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 // borrowed heavily from http://noisehack.com/generate-noise-web-audio-api/ /////////////////////////////////////////////////////////////////////////// /** * static noise buffers * * @static * @private * @type {AudioBuffer} */ var _pinkNoise = null, _brownNoise = null, _whiteNoise = null; Tone._initAudioContext(function(audioContext){ var sampleRate = audioContext.sampleRate; //four seconds per buffer var bufferLength = sampleRate * 4; //fill the buffers _pinkNoise = (function() { var buffer = audioContext.createBuffer(2, bufferLength, sampleRate); for (var channelNum = 0; channelNum < buffer.numberOfChannels; channelNum++){ var channel = buffer.getChannelData(channelNum); 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; }()); _brownNoise = (function() { var buffer = audioContext.createBuffer(2, bufferLength, sampleRate); for (var channelNum = 0; channelNum < buffer.numberOfChannels; channelNum++){ var channel = buffer.getChannelData(channelNum); 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; })(); _whiteNoise = (function(){ var buffer = audioContext.createBuffer(2, bufferLength, sampleRate); for (var channelNum = 0; channelNum < buffer.numberOfChannels; channelNum++){ var channel = buffer.getChannelData(channelNum); for (var i = 0; i < bufferLength; i++){ channel[i] = Math.random() * 2 - 1; } } return buffer; }()); }); return Tone.Noise; });