Tone.js/Tone/source/Noise.js
2014-08-24 16:24:16 -04:00

220 lines
No EOL
5.3 KiB
JavaScript

define(["Tone/core/Tone", "Tone/source/Source"], function(Tone){
/**
* @class 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
*
* @param {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.chain(this._source, this.output);
this._source.start(this.toSeconds(time));
this._source.onended = this._onended.bind(this);
};
/**
* start the noise at a specific time
*
* @param {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
*
* @param {Tone.Time} time
* @private
*/
Tone.Noise.prototype._stop = function(time){
this._source.stop(this.toSeconds(time));
};
/**
* stop the noise at a specific time
*
* @param {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(){
Tone.Source.prototype.dispose.call(this);
if (this._source !== null){
this._source.disconnect();
this._source = null;
}
this._buffer = null;
};
///////////////////////////////////////////////////////////////////////////
// THE BUFFERS
// borred heavily from http://noisehack.com/generate-noise-web-audio-api/
///////////////////////////////////////////////////////////////////////////
/**
* static noise buffers
*
* @static
* @private
* @type {AudioBuffer}
*/
var _pinkNoise = null, _brownNoise = null, _whiteNoise = null;
Tone._initAudioContext(function(audioContext){
var sampleRate = audioContext.sampleRate;
//four seconds per buffer
var bufferLength = sampleRate * 4;
//fill the buffers
_pinkNoise = (function() {
var buffer = audioContext.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;
}());
_brownNoise = (function() {
var buffer = audioContext.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;
})();
_whiteNoise = (function(){
var buffer = audioContext.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;
});