Tone.js/Tone/core/Tone.js
Yotam Mann 1d16c25ad9 r5
2015-07-04 16:35:46 -04:00

958 lines
26 KiB
JavaScript

/**
* Tone.js
* @author Yotam Mann
* @license http://opensource.org/licenses/MIT MIT License
* @copyright 2014-2015 Yotam Mann
*/
define(function(){
"use strict";
//////////////////////////////////////////////////////////////////////////
// WEB AUDIO CONTEXT
///////////////////////////////////////////////////////////////////////////
//borrowed from underscore.js
function isUndef(val){
return val === void 0;
}
//borrowed from underscore.js
function isFunction(val){
return typeof val === "function";
}
var audioContext;
//polyfill for AudioContext and OfflineAudioContext
if (isUndef(window.AudioContext)){
window.AudioContext = window.webkitAudioContext;
}
if (isUndef(window.OfflineAudioContext)){
window.OfflineAudioContext = window.webkitOfflineAudioContext;
}
if (!isUndef(AudioContext)){
audioContext = new AudioContext();
} else {
throw new Error("Web Audio is not supported in this browser");
}
//SHIMS////////////////////////////////////////////////////////////////////
if (!isFunction(AudioContext.prototype.createGain)){
AudioContext.prototype.createGain = AudioContext.prototype.createGainNode;
}
if (!isFunction(AudioContext.prototype.createDelay)){
AudioContext.prototype.createDelay = AudioContext.prototype.createDelayNode;
}
if (!isFunction(AudioContext.prototype.createPeriodicWave)){
AudioContext.prototype.createPeriodicWave = AudioContext.prototype.createWaveTable;
}
if (!isFunction(AudioBufferSourceNode.prototype.start)){
AudioBufferSourceNode.prototype.start = AudioBufferSourceNode.prototype.noteGrainOn;
}
if (!isFunction(AudioBufferSourceNode.prototype.stop)){
AudioBufferSourceNode.prototype.stop = AudioBufferSourceNode.prototype.noteOff;
}
if (!isFunction(OscillatorNode.prototype.start)){
OscillatorNode.prototype.start = OscillatorNode.prototype.noteOn;
}
if (!isFunction(OscillatorNode.prototype.stop)){
OscillatorNode.prototype.stop = OscillatorNode.prototype.noteOff;
}
if (!isFunction(OscillatorNode.prototype.setPeriodicWave)){
OscillatorNode.prototype.setPeriodicWave = OscillatorNode.prototype.setWaveTable;
}
//extend the connect function to include Tones
AudioNode.prototype._nativeConnect = AudioNode.prototype.connect;
AudioNode.prototype.connect = function(B, outNum, inNum){
if (B.input){
if (Array.isArray(B.input)){
if (isUndef(inNum)){
inNum = 0;
}
this.connect(B.input[inNum]);
} else {
this.connect(B.input, outNum, inNum);
}
} else {
try {
if (B instanceof AudioNode){
this._nativeConnect(B, outNum, inNum);
} else {
this._nativeConnect(B, outNum);
}
} catch (e) {
throw new Error("error connecting to node: "+B);
}
}
};
///////////////////////////////////////////////////////////////////////////
// TONE
///////////////////////////////////////////////////////////////////////////
/**
* @class Tone is the base class of all other classes. It provides
* a lot of methods and functionality to all classes that extend
* it.
*
* @constructor
* @alias Tone
* @param {number} [inputs=1] the number of input nodes
* @param {number} [outputs=1] the number of output nodes
*/
var Tone = function(inputs, outputs){
/**
* the input node(s)
* @type {GainNode|Array}
*/
if (isUndef(inputs) || inputs === 1){
this.input = this.context.createGain();
} else if (inputs > 1){
this.input = new Array(inputs);
}
/**
* the output node(s)
* @type {GainNode|Array}
*/
if (isUndef(outputs) || outputs === 1){
this.output = this.context.createGain();
} else if (outputs > 1){
this.output = new Array(inputs);
}
};
/**
* Set the parameters at once. Either pass in an
* object mapping parameters to values, or to set a
* single parameter, by passing in a string and value.
* The last argument is an optional ramp time which
* will ramp any signal values to their destination value
* over the duration of the rampTime.
* @param {Object|string} params
* @param {number=} value
* @param {Time=} rampTime
* @returns {Tone} this
* @example
* //set values using an object
* filter.set({
* "frequency" : 300,
* "type" : highpass
* });
* @example
* filter.set("type", "highpass");
* @example
* //ramp to the value 220 over 3 seconds.
* oscillator.set({
* "frequency" : 220
* }, 3);
*/
Tone.prototype.set = function(params, value, rampTime){
if (typeof params === "object"){
rampTime = value;
} else if (typeof params === "string"){
var tmpObj = {};
tmpObj[params] = value;
params = tmpObj;
}
for (var attr in params){
value = params[attr];
var parent = this;
if (attr.indexOf(".") !== -1){
var attrSplit = attr.split(".");
for (var i = 0; i < attrSplit.length - 1; i++){
parent = parent[attrSplit[i]];
}
attr = attrSplit[attrSplit.length - 1];
}
var param = parent[attr];
if (isUndef(param)){
continue;
}
if (param instanceof Tone.Signal){
if (param.value !== value){
if (isUndef(rampTime)){
param.value = value;
} else {
param.rampTo(value, rampTime);
}
}
} else if (param instanceof AudioParam){
if (param.value !== value){
param.value = value;
}
} else if (param instanceof Tone){
param.set(value);
} else if (param !== value){
parent[attr] = value;
}
}
return this;
};
/**
* Get the object'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.
* @example
* osc.get();
* //returns {"type" : "sine", "frequency" : 440, ...etc}
* @example
* osc.get("type");
* //returns { "type" : "sine"}
* @example
* //use dot notation to access deep properties
* synth.get(["envelope.attack", "envelope.release"]);
* //returns {"envelope" : {"attack" : 0.2, "release" : 0.4}}
* @param {Array=|string|undefined} params the parameters to get, otherwise will return
* all available.
* @returns {Object}
*/
Tone.prototype.get = function(params){
if (isUndef(params)){
params = this._collectDefaults(this.constructor);
} else if (typeof params === "string"){
params = [params];
}
var ret = {};
for (var i = 0; i < params.length; i++){
var attr = params[i];
var parent = this;
var subRet = ret;
if (attr.indexOf(".") !== -1){
var attrSplit = attr.split(".");
for (var j = 0; j < attrSplit.length - 1; j++){
var subAttr = attrSplit[j];
subRet[subAttr] = subRet[subAttr] || {};
subRet = subRet[subAttr];
parent = parent[subAttr];
}
attr = attrSplit[attrSplit.length - 1];
}
var param = parent[attr];
if (typeof params[attr] === "object"){
subRet[attr] = param.get();
} else if (param instanceof Tone.Signal){
subRet[attr] = param.value;
} else if (param instanceof AudioParam){
subRet[attr] = param.value;
} else if (param instanceof Tone){
subRet[attr] = param.get();
} else if (!isFunction(param) && !isUndef(param)){
subRet[attr] = param;
}
}
return ret;
};
/**
* collect all of the default attributes in one
* @private
* @param {function} constr the constructor to find the defaults from
* @return {Array} all of the attributes which belong to the class
*/
Tone.prototype._collectDefaults = function(constr){
var ret = [];
if (!isUndef(constr.defaults)){
ret = Object.keys(constr.defaults);
}
if (!isUndef(constr._super)){
var superDefs = this._collectDefaults(constr._super);
//filter out repeats
for (var i = 0; i < superDefs.length; i++){
if (ret.indexOf(superDefs[i]) === -1){
ret.push(superDefs[i]);
}
}
}
return ret;
};
/**
* Set the preset if it exists.
* @param {string} presetName the name of the preset
* @returns {Tone} this
*/
Tone.prototype.setPreset = function(presetName){
if (!this.isUndef(this.preset) && this.preset.hasOwnProperty(presetName)){
this.set(this.preset[presetName]);
}
return this;
};
/**
* @returns {string} returns the name of the class as a string
*/
Tone.prototype.toString = function(){
for (var className in Tone){
var isLetter = className[0].match(/^[A-Z]$/);
var sameConstructor = Tone[className] === this.constructor;
if (isFunction(Tone[className]) && isLetter && sameConstructor){
return className;
}
}
return "Tone";
};
///////////////////////////////////////////////////////////////////////////
// CLASS VARS
///////////////////////////////////////////////////////////////////////////
/**
* A static pointer to the audio context accessible as Tone.context.
* @type {AudioContext}
*/
Tone.context = audioContext;
/**
* The audio context.
* @type {AudioContext}
*/
Tone.prototype.context = Tone.context;
/**
* the default buffer size
* @type {number}
* @static
* @const
*/
Tone.prototype.bufferSize = 2048;
/**
* the delay time of a single buffer frame
* @type {number}
* @static
* @const
*/
Tone.prototype.bufferTime = Tone.prototype.bufferSize / Tone.context.sampleRate;
///////////////////////////////////////////////////////////////////////////
// CONNECTIONS
///////////////////////////////////////////////////////////////////////////
/**
* disconnect and dispose
* @returns {Tone} this
*/
Tone.prototype.dispose = function(){
if (!this.isUndef(this.input)){
if (this.input instanceof AudioNode){
this.input.disconnect();
}
this.input = null;
}
if (!this.isUndef(this.output)){
if (this.output instanceof AudioNode){
this.output.disconnect();
}
this.output = null;
}
return this;
};
/**
* a silent connection to the DesinationNode
* which will ensure that anything connected to it
* will not be garbage collected
*
* @private
*/
var _silentNode = null;
/**
* makes a connection to ensure that the node will not be garbage collected
* until 'dispose' is explicitly called
*
* use carefully. circumvents JS and WebAudio's normal Garbage Collection behavior
* @returns {Tone} this
*/
Tone.prototype.noGC = function(){
this.output.connect(_silentNode);
return this;
};
AudioNode.prototype.noGC = function(){
this.connect(_silentNode);
return this;
};
/**
* connect the output of a ToneNode to an AudioParam, AudioNode, or ToneNode
* @param {Tone | AudioParam | AudioNode} unit
* @param {number} [outputNum=0] optionally which output to connect from
* @param {number} [inputNum=0] optionally which input to connect to
* @returns {Tone} this
*/
Tone.prototype.connect = function(unit, outputNum, inputNum){
if (Array.isArray(this.output)){
outputNum = this.defaultArg(outputNum, 0);
this.output[outputNum].connect(unit, 0, inputNum);
} else {
this.output.connect(unit, outputNum, inputNum);
}
return this;
};
/**
* disconnect the output
* @returns {Tone} this
*/
Tone.prototype.disconnect = function(outputNum){
if (Array.isArray(this.output)){
outputNum = this.defaultArg(outputNum, 0);
this.output[outputNum].disconnect();
} else {
this.output.disconnect();
}
return this;
};
/**
* connect together all of the arguments in series
* @param {...AudioParam|Tone|AudioNode}
* @returns {Tone} this
*/
Tone.prototype.connectSeries = function(){
if (arguments.length > 1){
var currentUnit = arguments[0];
for (var i = 1; i < arguments.length; i++){
var toUnit = arguments[i];
currentUnit.connect(toUnit);
currentUnit = toUnit;
}
}
return this;
};
/**
* fan out the connection from the first argument to the rest of the arguments
* @param {...AudioParam|Tone|AudioNode}
* @returns {Tone} this
*/
Tone.prototype.connectParallel = function(){
var connectFrom = arguments[0];
if (arguments.length > 1){
for (var i = 1; i < arguments.length; i++){
var connectTo = arguments[i];
connectFrom.connect(connectTo);
}
}
return this;
};
/**
* Connect the output of this node to the rest of the nodes in series.
* @example
* //connect a node to an effect, panVol and then to the master output
* node.chain(effect, panVol, Tone.Master);
* @param {...AudioParam|Tone|AudioNode} nodes
* @returns {Tone} this
*/
Tone.prototype.chain = function(){
if (arguments.length > 0){
var currentUnit = this;
for (var i = 0; i < arguments.length; i++){
var toUnit = arguments[i];
currentUnit.connect(toUnit);
currentUnit = toUnit;
}
}
return this;
};
/**
* connect the output of this node to the rest of the nodes in parallel.
* @param {...AudioParam|Tone|AudioNode}
* @returns {Tone} this
*/
Tone.prototype.fan = function(){
if (arguments.length > 0){
for (var i = 0; i < arguments.length; i++){
this.connect(arguments[i]);
}
}
return this;
};
//give native nodes chain and fan methods
AudioNode.prototype.chain = Tone.prototype.chain;
AudioNode.prototype.fan = Tone.prototype.fan;
///////////////////////////////////////////////////////////////////////////
// UTILITIES / HELPERS / MATHS
///////////////////////////////////////////////////////////////////////////
/**
* if a the given is undefined, use the fallback.
* if both given and fallback are objects, given
* will be augmented with whatever properties it's
* missing which are in fallback
*
* warning: if object is self referential, it will go into an an
* infinite recursive loop.
*
* @param {*} given
* @param {*} fallback
* @return {*}
*/
Tone.prototype.defaultArg = function(given, fallback){
if (typeof given === "object" && typeof fallback === "object"){
var ret = {};
//make a deep copy of the given object
for (var givenProp in given) {
ret[givenProp] = this.defaultArg(given[givenProp], given[givenProp]);
}
for (var prop in fallback) {
ret[prop] = this.defaultArg(given[prop], fallback[prop]);
}
return ret;
} else {
return isUndef(given) ? fallback : given;
}
};
/**
* returns the args as an options object with given arguments
* mapped to the names provided.
*
* if the args given is an array containing an object, it is assumed
* that that's already the options object and will just return it.
*
* @param {Array} values the 'arguments' object of the function
* @param {Array} keys the names of the arguments as they
* should appear in the options object
* @param {Object=} defaults optional defaults to mixin to the returned
* options object
* @return {Object} the options object with the names mapped to the arguments
*/
Tone.prototype.optionsObject = function(values, keys, defaults){
var options = {};
if (values.length === 1 && typeof values[0] === "object"){
options = values[0];
} else {
for (var i = 0; i < keys.length; i++){
options[keys[i]] = values[i];
}
}
if (!this.isUndef(defaults)){
return this.defaultArg(options, defaults);
} else {
return options;
}
};
/**
* test if the arg is undefined
* @param {*} arg the argument to test
* @returns {boolean} true if the arg is undefined
* @function
*/
Tone.prototype.isUndef = isUndef;
/**
* test if the arg is a function
* @param {*} arg the argument to test
* @returns {boolean} true if the arg is a function
* @function
*/
Tone.prototype.isFunction = isFunction;
/**
* Make the property not writable. Internal use only.
* @private
* @param {string} property the property to make not writable
*/
Tone.prototype._readOnly = function(property){
if (Array.isArray(property)){
for (var i = 0; i < property.length; i++){
this._readOnly(property[i]);
}
} else {
Object.defineProperty(this, property, {
writable: false,
enumerable : true,
});
}
};
/**
* Make an attribute writeable. Interal use only.
* @private
* @param {string} property the property to make writable
*/
Tone.prototype._writable = function(property){
if (Array.isArray(property)){
for (var i = 0; i < property.length; i++){
this._writable(property[i]);
}
} else {
Object.defineProperty(this, property, {
writable: true,
});
}
};
///////////////////////////////////////////////////////////////////////////
// GAIN CONVERSIONS
///////////////////////////////////////////////////////////////////////////
/**
* equal power gain scale
* good for cross-fading
* @param {number} percent (0-1)
* @return {number} output gain (0-1)
*/
Tone.prototype.equalPowerScale = function(percent){
var piFactor = 0.5 * Math.PI;
return Math.sin(percent * piFactor);
};
/**
* convert db scale to gain scale (0-1)
* @param {number} db
* @return {number}
*/
Tone.prototype.dbToGain = function(db) {
return Math.pow(2, db / 6);
};
/**
* convert gain scale to decibels
* @param {number} gain (0-1)
* @return {number}
*/
Tone.prototype.gainToDb = function(gain) {
return 20 * (Math.log(gain) / Math.LN10);
};
///////////////////////////////////////////////////////////////////////////
// TIMING
///////////////////////////////////////////////////////////////////////////
/**
* @return {number} the currentTime from the AudioContext
*/
Tone.prototype.now = function(){
return this.context.currentTime;
};
/**
* convert a sample count to seconds
* @param {number} samples
* @return {number}
*/
Tone.prototype.samplesToSeconds = function(samples){
return samples / this.context.sampleRate;
};
/**
* convert a time into samples
*
* @param {Tone.time} time
* @return {number}
*/
Tone.prototype.toSamples = function(time){
var seconds = this.toSeconds(time);
return Math.round(seconds * this.context.sampleRate);
};
/**
* convert time to seconds
*
* this is a simplified version which only handles numbers and
* 'now' relative numbers. If the Transport is included this
* method is overridden to include many other features including
* notationTime, Frequency, and transportTime
*
* @param {number=} time
* @param {number=} now if passed in, this number will be
* used for all 'now' relative timings
* @return {number} seconds in the same timescale as the AudioContext
*/
Tone.prototype.toSeconds = function(time, now){
now = this.defaultArg(now, this.now());
if (typeof time === "number"){
return time; //assuming that it's seconds
} else if (typeof time === "string"){
var plusTime = 0;
if(time.charAt(0) === "+") {
time = time.slice(1);
plusTime = now;
}
return parseFloat(time) + plusTime;
} else {
return now;
}
};
///////////////////////////////////////////////////////////////////////////
// FREQUENCY CONVERSION
///////////////////////////////////////////////////////////////////////////
/**
* true if the input is in the format number+hz
* i.e.: 10hz
*
* @param {number} freq
* @return {boolean}
* @function
*/
Tone.prototype.isFrequency = (function(){
var freqFormat = new RegExp(/\d*\.?\d+hz$/i);
return function(freq){
return freqFormat.test(freq);
};
})();
/**
* Convert a frequency into seconds.
* Accepts numbers and strings: i.e. "10hz" or
* 10 both return 0.1.
*
* @param {number|string} freq
* @return {number}
*/
Tone.prototype.frequencyToSeconds = function(freq){
return 1 / parseFloat(freq);
};
/**
* Convert a number in seconds to a frequency.
* @param {number} seconds
* @return {number}
*/
Tone.prototype.secondsToFrequency = function(seconds){
return 1/seconds;
};
///////////////////////////////////////////////////////////////////////////
// INHERITANCE
///////////////////////////////////////////////////////////////////////////
/**
* have a child inherit all of Tone's (or a parent's) prototype
* to inherit the parent's properties, make sure to call
* Parent.call(this) in the child's constructor
*
* based on closure library's inherit function
*
* @static
* @param {function} child
* @param {function=} parent (optional) parent to inherit from
* if no parent is supplied, the child
* will inherit from Tone
*/
Tone.extend = function(child, parent){
if (isUndef(parent)){
parent = Tone;
}
function TempConstructor(){}
TempConstructor.prototype = parent.prototype;
child.prototype = new TempConstructor();
/** @override */
child.prototype.constructor = child;
child._super = parent;
};
///////////////////////////////////////////////////////////////////////////
// TYPES / STATES
///////////////////////////////////////////////////////////////////////////
/**
* Possible types which a value can take on
* @enum {string}
*/
Tone.Type = {
/**
* The default value is a number which can take on any value between [-Infinity, Infinity]
*/
Default : "number",
/**
* Time can be described in a number of ways. Read more [Time](https://github.com/TONEnoTONE/Tone.js/wiki/Time).
*
* <ul>
* <li>Numbers, which will be taken literally as the time (in seconds).</li>
* <li>Notation, ("4n", "8t") describes time in BPM and time signature relative values.</li>
* <li>TransportTime, ("4:3:2") will also provide tempo and time signature relative times
* in the form BARS:QUARTERS:SIXTEENTHS.</li>
* <li>Frequency, ("8hz") is converted to the length of the cycle in seconds.</li>
* <li>Now-Relative, ("+1") prefix any of the above with "+" and it will be interpreted as
* "the current time plus whatever expression follows".</li>
* <li>Expressions, ("3:0 + 2 - (1m / 7)") any of the above can also be combined
* into a mathematical expression which will be evaluated to compute the desired time.</li>
* <li>No Argument, for methods which accept time, no argument will be interpreted as
* "now" (i.e. the currentTime).</li>
* </ul>
*
* @typedef {Time}
*/
Time : "time",
/**
* Frequency can be described similar to time, except ultimately the
* values are converted to frequency instead of seconds. A number
* is taken literally as the value in hertz. Additionally any of the
* Time encodings can be used. Note names in the form
* of NOTE OCTAVE (i.e. C4) are also accepted and converted to their
* frequency value.
* @typedef {Frequency}
*/
Frequency : "frequency",
/**
* Gain is the ratio between the input and the output value of a signal.
* @typedef {Gain}
*/
Gain : "gain",
/**
* Normal values are within the range [0, 1].
* @typedef {NormalRange}
*/
NormalRange : "normalrange",
/**
* AudioRange values are between [-1, 1].
* @typedef {AudioRange}
*/
AudioRange : "audiorange",
/**
* Decibels are a logarithmic unit of measurement which is useful for volume
* because of the logarithmic way that we perceive loudness. 0 decibels
* means no change in volume. -10db is approximately half as loud and 10db
* is twice is loud.
* @typedef {Decibels}
*/
Decibels : "db",
/**
* Half-step note increments, i.e. 12 is an octave above the root. and 1 is a half-step up.
* @typedef {Interval}
*/
Interval : "interval",
/**
* Beats per minute.
* @typedef {BPM}
*/
BPM : "bpm",
/**
* The value must be greater than 0.
* @typedef {Positive}
*/
Positive : "positive",
/**
* A cent is a hundredth of a semitone.
* @typedef {Cents}
*/
Cents : "cents",
/**
* Angle between 0 and 360.
* @typedef {Degrees}
*/
Degrees : "degrees",
/**
* A number representing a midi note.
* @typedef {MIDI}
*/
MIDI : "midi",
/**
* A colon-separated representation of time in the form of
* BARS:QUARTERS:SIXTEENTHS.
* @typedef {TransportTime}
*/
TransportTime : "transporttime"
};
/**
* Possible play states.
* @enum {string}
*/
Tone.State = {
Started : "started",
Stopped : "stopped",
Paused : "paused",
};
/**
* An empty function.
* @static
*/
Tone.noOp = function(){};
///////////////////////////////////////////////////////////////////////////
// CONTEXT
///////////////////////////////////////////////////////////////////////////
/**
* array of callbacks to be invoked when a new context is added
* @private
* @private
*/
var newContextCallbacks = [];
/**
* invoke this callback when a new context is added
* will be invoked initially with the first context
* @private
* @static
* @param {function(AudioContext)} callback the callback to be invoked
* with the audio context
*/
Tone._initAudioContext = function(callback){
//invoke the callback with the existing AudioContext
callback(Tone.context);
//add it to the array
newContextCallbacks.push(callback);
};
/**
* Tone automatically creates a context on init, but if you are working
* with other libraries which also create an AudioContext, it can be
* useful to set your own. If you are going to set your own context,
* be sure to do it at the start of your code, before creating any objects.
* @static
* @param {AudioContext} ctx The new audio context to set
*/
Tone.setContext = function(ctx){
//set the prototypes
Tone.prototype.context = ctx;
Tone.context = ctx;
//invoke all the callbacks
for (var i = 0; i < newContextCallbacks.length; i++){
newContextCallbacks[i](ctx);
}
};
/**
* Bind this to a touchstart event to start the audio on mobile devices.
* <br>
* http://stackoverflow.com/questions/12517000/no-sound-on-ios-6-web-audio-api/12569290#12569290
* @static
*/
Tone.startMobile = function(){
var osc = Tone.context.createOscillator();
var silent = Tone.context.createGain();
silent.gain.value = 0;
osc.connect(silent);
silent.connect(Tone.context.destination);
var now = Tone.context.currentTime;
osc.start(now);
osc.stop(now+1);
};
//setup the context
Tone._initAudioContext(function(audioContext){
//set the bufferTime
Tone.prototype.bufferTime = Tone.prototype.bufferSize / audioContext.sampleRate;
_silentNode = audioContext.createGain();
_silentNode.gain.value = 0;
_silentNode.connect(audioContext.destination);
});
Tone.version = "r5";
console.log("%c * Tone.js " + Tone.version + " * ", "background: #000; color: #fff");
return Tone;
});