define(["Tone/core/Tone", "Tone/instrument/MonoSynth", "Tone/source/Source"], function(Tone){ "use strict"; /** * @class Tone.PolySynth handles voice creation and allocation for any * 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. * * @constructor * @extends {Tone.Instrument} * @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. * @example * //a polysynth composed of 6 Voices of MonoSynth * var synth = new Tone.PolySynth(6, Tone.MonoSynth).toMaster(); * //set the attributes using the set interface * synth.set("detune", -1200); * //play a chord * synth.triggerAttackRelease(["C4", "E4", "A4"], "4n"); */ Tone.PolySynth = function(){ Tone.Instrument.call(this); var options = this.optionsObject(arguments, ["polyphony", "voice"], Tone.PolySynth.defaults); /** * the array of voices * @type {Array} */ this.voices = new Array(options.polyphony); /** * If there are no more voices available, * should an active voice be stolen to play the new note? * @type {Boolean} */ this.stealVoices = true; /** * 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++){ var v = new options.voice(arguments[2], arguments[3]); this.voices[i] = v; v.connect(this.output); } //make a copy of the voices this._freeVoices = this.voices.slice(0); //get the prototypes and properties }; Tone.extend(Tone.PolySynth, Tone.Instrument); /** * the defaults * @const * @static * @type {Object} */ Tone.PolySynth.defaults = { "polyphony" : 4, "voice" : Tone.MonoSynth }; /** * 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 * @example * //trigger a chord immediately with a velocity of 0.2 * poly.triggerAttack(["Ab3", "C4", "F5"], undefined, 0.2); */ Tone.PolySynth.prototype.triggerAttack = function(notes, time, velocity){ if (!Array.isArray(notes)){ notes = [notes]; } 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; } } } return this; }; /** * Trigger the attack and release after the specified duration * * @param {Frequency|Array} notes The notes to play. Accepts a single * Frequency or an array of frequencies. * @param {Time} duration the duration of the note * @param {Time} [time=now] if no time is given, defaults to now * @param {number} [velocity=1] the velocity of the attack (0-1) * @returns {Tone.PolySynth} this * @example * //trigger a chord for a duration of a half note * poly.triggerAttackRelease(["Eb3", "G4", "C5"], "2n"); */ Tone.PolySynth.prototype.triggerAttackRelease = function(notes, duration, time, velocity){ time = this.toSeconds(time); this.triggerAttack(notes, time, velocity); this.triggerRelease(notes, time + this.toSeconds(duration)); return this; }; /** * 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 * @example * poly.triggerRelease(["Ab3", "C4", "F5"], "+2n"); */ Tone.PolySynth.prototype.triggerRelease = function(notes, time){ if (!Array.isArray(notes)){ notes = [notes]; } for (var i = 0; i < notes.length; i++){ //get the voice var stringified = JSON.stringify(notes[i]); var voice = this._activeVoices[stringified]; if (voice){ voice.triggerRelease(time); this._freeVoices.push(voice); delete this._activeVoices[stringified]; voice = null; } } return this; }; /** * Set a member/attribute of the voices. * @param {Object|string} params * @param {number=} value * @param {Time=} rampTime * @returns {Tone.PolySynth} this * @example * poly.set({ * "filter" : { * "type" : "highpass" * }, * "envelope" : { * "attack" : 0.25 * } * }); */ Tone.PolySynth.prototype.set = function(params, value, rampTime){ for (var i = 0; i < this.voices.length; i++){ this.voices[i].set(params, value, rampTime); } return this; }; /** * 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. * @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; }; /** * Clean up. * @returns {Tone.PolySynth} this */ Tone.PolySynth.prototype.dispose = function(){ Tone.Instrument.prototype.dispose.call(this); for (var i = 0; i < this.voices.length; i++){ this.voices[i].dispose(); this.voices[i] = null; } this.voices = null; this._activeVoices = null; this._freeVoices = null; return this; }; return Tone.PolySynth; });