Tone.js/Tone/component/Envelope.js
2017-04-30 15:03:49 -04:00

457 lines
12 KiB
JavaScript

define(["Tone/core/Tone", "Tone/signal/TimelineSignal",
"Tone/signal/Pow", "Tone/type/Type"], function(Tone){
"use strict";
/**
* @class Tone.Envelope is an [ADSR](https://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope)
* envelope generator. Tone.Envelope outputs a signal which
* can be connected to an AudioParam or Tone.Signal.
* <img src="https://upload.wikimedia.org/wikipedia/commons/e/ea/ADSR_parameter.svg">
*
* @constructor
* @extends {Tone}
* @param {Time} [attack] The amount of time it takes for the envelope to go from
* 0 to it's maximum value.
* @param {Time} [decay] The period of time after the attack that it takes for the envelope
* to fall to the sustain value.
* @param {NormalRange} [sustain] The percent of the maximum value that the envelope rests at until
* the release is triggered.
* @param {Time} [release] The amount of time after the release is triggered it takes to reach 0.
* @example
* //an amplitude envelope
* var gainNode = Tone.context.createGain();
* var env = new Tone.Envelope({
* "attack" : 0.1,
* "decay" : 0.2,
* "sustain" : 1,
* "release" : 0.8,
* });
* env.connect(gainNode.gain);
*/
Tone.Envelope = function(){
//get all of the defaults
var options = Tone.defaults(arguments, ["attack", "decay", "sustain", "release"], Tone.Envelope);
Tone.call(this);
/**
* When triggerAttack is called, the attack time is the amount of
* time it takes for the envelope to reach it's maximum value.
* @type {Time}
*/
this.attack = options.attack;
/**
* After the attack portion of the envelope, the value will fall
* over the duration of the decay time to it's sustain value.
* @type {Time}
*/
this.decay = options.decay;
/**
* The sustain value is the value
* which the envelope rests at after triggerAttack is
* called, but before triggerRelease is invoked.
* @type {NormalRange}
*/
this.sustain = options.sustain;
/**
* After triggerRelease is called, the envelope's
* value will fall to it's miminum value over the
* duration of the release time.
* @type {Time}
*/
this.release = options.release;
/**
* the next time the envelope is at standby
* @type {number}
* @private
*/
this._attackCurve = "linear";
/**
* the next time the envelope is at standby
* @type {number}
* @private
*/
this._releaseCurve = "exponential";
/**
* the signal
* @type {Tone.TimelineSignal}
* @private
*/
this._sig = this.output = new Tone.TimelineSignal();
this._sig.setValueAtTime(0, 0);
//set the attackCurve initially
this.attackCurve = options.attackCurve;
this.releaseCurve = options.releaseCurve;
};
Tone.extend(Tone.Envelope);
/**
* the default parameters
* @static
* @const
*/
Tone.Envelope.defaults = {
"attack" : 0.01,
"decay" : 0.1,
"sustain" : 0.5,
"release" : 1,
"attackCurve" : "linear",
"releaseCurve" : "exponential",
};
/**
* Read the current value of the envelope. Useful for
* syncronizing visual output to the envelope.
* @memberOf Tone.Envelope#
* @type {Number}
* @name value
* @readOnly
*/
Object.defineProperty(Tone.Envelope.prototype, "value", {
get : function(){
return this.getValueAtTime(this.now());
}
});
/**
* The shape of the attack.
* Can be any of these strings:
* <ul>
* <li>linear</li>
* <li>exponential</li>
* <li>sine</li>
* <li>cosine</li>
* <li>bounce</li>
* <li>ripple</li>
* <li>step</li>
* </ul>
* Can also be an array which describes the curve. Values
* in the array are evenly subdivided and linearly
* interpolated over the duration of the attack.
* @memberOf Tone.Envelope#
* @type {String|Array}
* @name attackCurve
* @example
* env.attackCurve = "linear";
* @example
* //can also be an array
* env.attackCurve = [0, 0.2, 0.3, 0.4, 1]
*/
Object.defineProperty(Tone.Envelope.prototype, "attackCurve", {
get : function(){
if (Tone.isString(this._attackCurve)){
return this._attackCurve;
} else if (Tone.isArray(this._attackCurve)){
//look up the name in the curves array
for (var type in Tone.Envelope.Type){
if (Tone.Envelope.Type[type].In === this._attackCurve){
return type;
}
}
//otherwise just return the array
return this._attackCurve;
}
},
set : function(curve){
//check if it's a valid type
if (Tone.Envelope.Type.hasOwnProperty(curve)){
var curveDef = Tone.Envelope.Type[curve];
if (Tone.isObject(curveDef)){
this._attackCurve = curveDef.In;
} else {
this._attackCurve = curveDef;
}
} else if (Tone.isArray(curve)){
this._attackCurve = curve;
} else {
throw new Error("Tone.Envelope: invalid curve: " + curve);
}
}
});
/**
* The shape of the release. See the attack curve types.
* @memberOf Tone.Envelope#
* @type {String|Array}
* @name releaseCurve
* @example
* env.releaseCurve = "linear";
*/
Object.defineProperty(Tone.Envelope.prototype, "releaseCurve", {
get : function(){
if (Tone.isString(this._releaseCurve)){
return this._releaseCurve;
} else if (Tone.isArray(this._releaseCurve)){
//look up the name in the curves array
for (var type in Tone.Envelope.Type){
if (Tone.Envelope.Type[type].Out === this._releaseCurve){
return type;
}
}
//otherwise just return the array
return this._releaseCurve;
}
},
set : function(curve){
//check if it's a valid type
if (Tone.Envelope.Type.hasOwnProperty(curve)){
var curveDef = Tone.Envelope.Type[curve];
if (Tone.isObject(curveDef)){
this._releaseCurve = curveDef.Out;
} else {
this._releaseCurve = curveDef;
}
} else if (Tone.isArray(curve)){
this._releaseCurve = curve;
} else {
throw new Error("Tone.Envelope: invalid curve: " + curve);
}
}
});
/**
* Trigger the attack/decay portion of the ADSR envelope.
* @param {Time} [time=now] When the attack should start.
* @param {NormalRange} [velocity=1] The velocity of the envelope scales the vales.
* number between 0-1
* @returns {Tone.Envelope} this
* @example
* //trigger the attack 0.5 seconds from now with a velocity of 0.2
* env.triggerAttack("+0.5", 0.2);
*/
Tone.Envelope.prototype.triggerAttack = function(time, velocity){
time = this.toSeconds(time);
var originalAttack = this.toSeconds(this.attack);
var attack = originalAttack;
var decay = this.toSeconds(this.decay);
velocity = Tone.defaultArg(velocity, 1);
//check if it's not a complete attack
var currentValue = this.getValueAtTime(time);
if (currentValue > 0){
//subtract the current value from the attack time
var attackRate = 1 / attack;
var remainingDistance = 1 - currentValue;
//the attack is now the remaining time
attack = remainingDistance / attackRate;
}
//attack
if (this._attackCurve === "linear"){
this._sig.linearRampToValue(velocity, attack, time);
} else if (this._attackCurve === "exponential"){
this._sig.exponentialRampToValue(velocity, attack, time);
} else if (attack > 0){
this._sig.setRampPoint(time);
var curve = this._attackCurve;
//take only a portion of the curve
if (attack < originalAttack){
var percentComplete = 1 - attack / originalAttack;
var sliceIndex = Math.floor(percentComplete * this._attackCurve.length);
curve = this._attackCurve.slice(sliceIndex);
//the first index is the current value
curve[0] = currentValue;
}
this._sig.setValueCurveAtTime(curve, time, attack, velocity);
}
//decay
this._sig.exponentialRampToValue(velocity * this.sustain, decay, attack + time);
return this;
};
/**
* Triggers the release of the envelope.
* @param {Time} [time=now] When the release portion of the envelope should start.
* @returns {Tone.Envelope} this
* @example
* //trigger release immediately
* env.triggerRelease();
*/
Tone.Envelope.prototype.triggerRelease = function(time){
time = this.toSeconds(time);
var currentValue = this.getValueAtTime(time);
if (currentValue > 0){
var release = this.toSeconds(this.release);
if (this._releaseCurve === "linear"){
this._sig.linearRampToValue(0, release, time);
} else if (this._releaseCurve === "exponential"){
this._sig.exponentialRampToValue(0, release, time);
} else{
var curve = this._releaseCurve;
if (Tone.isArray(curve)){
this._sig.setRampPoint(time);
this._sig.setValueCurveAtTime(curve, time, release, currentValue);
}
}
}
return this;
};
/**
* Get the scheduled value at the given time. This will
* return the unconverted (raw) value.
* @param {Number} time The time in seconds.
* @return {Number} The scheduled value at the given time.
*/
Tone.Envelope.prototype.getValueAtTime = function(time){
return this._sig.getValueAtTime(time);
};
/**
* triggerAttackRelease is shorthand for triggerAttack, then waiting
* some duration, then triggerRelease.
* @param {Time} duration The duration of the sustain.
* @param {Time} [time=now] When the attack should be triggered.
* @param {number} [velocity=1] The velocity of the envelope.
* @returns {Tone.Envelope} this
* @example
* //trigger the attack and then the release after 0.6 seconds.
* env.triggerAttackRelease(0.6);
*/
Tone.Envelope.prototype.triggerAttackRelease = function(duration, time, velocity) {
time = this.toSeconds(time);
this.triggerAttack(time, velocity);
this.triggerRelease(time + this.toSeconds(duration));
return this;
};
/**
* Cancels all scheduled envelope changes after the given time.
* @param {Time} after
* @returns {Tone.Envelope} this
*/
Tone.Envelope.prototype.cancel = function (after) {
this._sig.cancelScheduledValues(after);
return this;
};
/**
* Borrows the connect method from Tone.Signal.
* @function
* @private
*/
Tone.Envelope.prototype.connect = Tone.Signal.prototype.connect;
/**
* Generate some complex envelope curves.
*/
(function _createCurves(){
var curveLen = 128;
var i, k;
//cosine curve
var cosineCurve = [];
for (i = 0; i < curveLen; i++){
cosineCurve[i] = Math.sin((i / (curveLen - 1)) * (Math.PI / 2));
}
//ripple curve
var rippleCurve = [];
var rippleCurveFreq = 6.4;
for (i = 0; i < curveLen - 1; i++){
k = (i / (curveLen - 1));
var sineWave = Math.sin(k * (Math.PI * 2) * rippleCurveFreq - Math.PI / 2) + 1;
rippleCurve[i] = sineWave/10 + k * 0.83;
}
rippleCurve[curveLen - 1] = 1;
//stairs curve
var stairsCurve = [];
var steps = 5;
for (i = 0; i < curveLen; i++){
stairsCurve[i] = Math.ceil((i / (curveLen - 1)) * steps) / steps;
}
//in-out easing curve
var sineCurve = [];
for (i = 0; i < curveLen; i++){
k = i / (curveLen - 1);
sineCurve[i] = 0.5 * (1 - Math.cos(Math.PI * k));
}
//a bounce curve
var bounceCurve = [];
for (i = 0; i < curveLen; i++){
k = i / (curveLen - 1);
var freq = Math.pow(k, 3) * 4 + 0.2;
var val = Math.cos(freq * Math.PI * 2 * k);
bounceCurve[i] = Math.abs(val * (1 - k));
}
/**
* Invert a value curve to make it work for the release
* @private
*/
function invertCurve(curve){
var out = new Array(curve.length);
for (var j = 0; j < curve.length; j++){
out[j] = 1 - curve[j];
}
return out;
}
/**
* reverse the curve
* @private
*/
function reverseCurve(curve){
return curve.slice(0).reverse();
}
/**
* attack and release curve arrays
* @type {Object}
* @private
*/
Tone.Envelope.Type = {
"linear" : "linear",
"exponential" : "exponential",
"bounce" : {
In : invertCurve(bounceCurve),
Out : bounceCurve
},
"cosine" : {
In : cosineCurve,
Out : reverseCurve(cosineCurve)
},
"step" : {
In : stairsCurve,
Out : invertCurve(stairsCurve)
},
"ripple" : {
In : rippleCurve,
Out : invertCurve(rippleCurve)
},
"sine" : {
In : sineCurve,
Out : invertCurve(sineCurve)
}
};
})();
/**
* Disconnect and dispose.
* @returns {Tone.Envelope} this
*/
Tone.Envelope.prototype.dispose = function(){
Tone.prototype.dispose.call(this);
this._sig.dispose();
this._sig = null;
this._attackCurve = null;
this._releaseCurve = null;
return this;
};
return Tone.Envelope;
});