import { Gain } from "../../core/context/Gain.js"; import { connect, ToneAudioNode, ToneAudioNodeOptions, } from "../../core/context/ToneAudioNode.js"; import { NormalRange } from "../../core/type/Units.js"; import { optionsFromArguments } from "../../core/util/Defaults.js"; import { readOnly } from "../../core/util/Interface.js"; import { GainToAudio } from "../../signal/GainToAudio.js"; import { Signal } from "../../signal/Signal.js"; interface CrossFadeOptions extends ToneAudioNodeOptions { fade: NormalRange; } /** * Tone.Crossfade provides equal power fading between two inputs. * More on crossfading technique [here](https://en.wikipedia.org/wiki/Fade_(audio_engineering)#Crossfading). * ``` * +---------+ * +> input a +>--+ * +-----------+ +---------------------+ | | | * | 1s signal +>--> stereoPannerNode L +>----> gain | | * +-----------+ | | +---------+ | * +-> pan R +>-+ | +--------+ * | +---------------------+ | +---> output +> * +------+ | | +---------+ | +--------+ * | fade +>----+ | +> input b +>--+ * +------+ | | | * +--> gain | * +---------+ * ``` * @example * const crossFade = new Tone.CrossFade().toDestination(); * // connect two inputs Tone.to a/b * const inputA = new Tone.Oscillator(440, "square").connect(crossFade.a).start(); * const inputB = new Tone.Oscillator(440, "sine").connect(crossFade.b).start(); * // use the fade to control the mix between the two * crossFade.fade.value = 0.5; * @category Component */ export class CrossFade extends ToneAudioNode { readonly name: string = "CrossFade"; /** * The crossfading is done by a StereoPannerNode */ private _panner: StereoPannerNode = this.context.createStereoPanner(); /** * Split the output of the panner node into two values used to control the gains. */ private _split: ChannelSplitterNode = this.context.createChannelSplitter(2); /** * Convert the fade value into an audio range value so it can be connected * to the panner.pan AudioParam */ private _g2a: GainToAudio = new GainToAudio({ context: this.context }); /** * The input which is at full level when fade = 0 */ readonly a: Gain = new Gain({ context: this.context, gain: 0, }); /** * The input which is at full level when fade = 1 */ readonly b: Gain = new Gain({ context: this.context, gain: 0, }); /** * The output is a mix between `a` and `b` at the ratio of `fade` */ readonly output: Gain = new Gain({ context: this.context }); /** * CrossFade has no input, you must choose either `a` or `b` */ readonly input: undefined; /** * The mix between the two inputs. A fade value of 0 * will output 100% crossFade.a and * a value of 1 will output 100% crossFade.b. */ readonly fade: Signal<"normalRange">; protected _internalChannels = [this.a, this.b]; /** * @param fade The initial fade value [0, 1]. */ constructor(fade?: NormalRange); constructor(options?: Partial); constructor() { const options = optionsFromArguments( CrossFade.getDefaults(), arguments, ["fade"] ); super(options); this.fade = new Signal({ context: this.context, units: "normalRange", value: options.fade, }); readOnly(this, "fade"); this.context.getConstant(1).connect(this._panner); this._panner.connect(this._split); // this is necessary for standardized-audio-context // doesn't make any difference for the native AudioContext // https://github.com/chrisguttandin/standardized-audio-context/issues/647 this._panner.channelCount = 1; this._panner.channelCountMode = "explicit"; connect(this._split, this.a.gain, 0); connect(this._split, this.b.gain, 1); this.fade.chain(this._g2a, this._panner.pan); this.a.connect(this.output); this.b.connect(this.output); } static getDefaults(): CrossFadeOptions { return Object.assign(ToneAudioNode.getDefaults(), { fade: 0.5, }); } dispose(): this { super.dispose(); this.a.dispose(); this.b.dispose(); this.output.dispose(); this.fade.dispose(); this._g2a.dispose(); this._panner.disconnect(); this._split.disconnect(); return this; } }