define(["Tone/core/Tone", "Tone/source/Source"], function(Tone){ var sampleRate = Tone.context.sampleRate; //two seconds per buffer var bufferLength = sampleRate * 4; /** * Noise generator. * * uses looped noise buffers to save on performance. * * @constructor * @extends {Tone.Source} * @param {string} type the noise type (white|pink|brown) */ Tone.Noise = function(type){ Tone.Source.call(this); /** * @private * @type {AudioBufferSourceNode} */ this._source = null; /** * the buffer * @private * @type {AudioBuffer} */ this._buffer = null; /** * set a callback function to invoke when the sample is over * * @type {function} */ this.onended = function(){}; this.setType(this.defaultArg(type, "white")); }; Tone.extend(Tone.Noise, Tone.Source); /** * set the noise type * * @param {string} type the noise type (white|pink|brown) * @param {Tone.Time} time (optional) time that the set will occur */ Tone.Noise.prototype.setType = function(type, time){ 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.Source.State.STARTED){ time = this.toSeconds(time); //remove the listener this._source.onended = undefined; this._stop(time); this._start(time); } }; /** * internal start method * * @type {Tone.Time} time * @private */ Tone.Noise.prototype._start = function(time){ this._source = this.context.createBufferSource(); this._source.buffer = this._buffer; this._source.loop = true; this._source.start(this.toSeconds(time)); this.chain(this._source, this.output); this._source.onended = this._onended.bind(this); }; /** * start the noise at a specific time * * @type {Tone.Time} time */ Tone.Noise.prototype.start = function(time){ if (this.state === Tone.Source.State.STOPPED){ this.state = Tone.Source.State.STARTED; //make the source this._start(time); } }; /** * internal stop method * * @type {Tone.Time} time * @private */ Tone.Noise.prototype._stop = function(time){ this._source.stop(this.toSeconds(time)); }; /** * stop the noise at a specific time * * @type {Tone.Time} time */ Tone.Noise.prototype.stop = function(time){ if (this.state === Tone.Source.State.STARTED) { if (this._buffer && this._source){ if (!time){ this.state = Tone.Source.State.STOPPED; } this._stop(time); } } }; /** * internal call when the buffer is done playing * * @private */ Tone.Noise.prototype._onended = function(){ this.state = Tone.Source.State.STOPPED; this.onended(); }; /** * dispose all the components */ Tone.Noise.prototype.dispose = function(){ if (this._source !== null){ this._source.disconnect(); this._source = null; } this._buffer = null; this.output.disconnect(); this.output = null; }; /////////////////////////////////////////////////////////////////////////// // THE BUFFERS // borred heavily from http://noisehack.com/generate-noise-web-audio-api/ /////////////////////////////////////////////////////////////////////////// /** * static brown noise buffer * * @static * @private * @type {AudioBuffer} */ var _pinkNoise = (function() { var buffer = Tone.context.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; }()); /** * static brown noise buffer * * @static * @private * @type {AudioBuffer} */ var _brownNoise = (function() { var buffer = Tone.context.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; })(); /** * static white noise buffer * * @static * @private * @type {AudioBuffer} */ var _whiteNoise = (function(){ var buffer = Tone.context.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; });