mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 16:48:00 +00:00
3cd76459e5
Fixes #15
220 lines
No EOL
5.3 KiB
JavaScript
220 lines
No EOL
5.3 KiB
JavaScript
define(["Tone/core/Tone", "Tone/source/Source"], function(Tone){
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/**
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* @class Noise generator.
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* Uses looped noise buffers to save on performance.
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*
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* @constructor
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* @extends {Tone.Source}
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* @param {string} type the noise type (white|pink|brown)
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*/
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Tone.Noise = function(type){
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Tone.Source.call(this);
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/**
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* @private
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* @type {AudioBufferSourceNode}
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*/
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this._source = null;
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/**
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* the buffer
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* @private
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* @type {AudioBuffer}
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*/
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this._buffer = null;
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/**
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* set a callback function to invoke when the sample is over
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*
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* @type {function}
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*/
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this.onended = function(){};
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this.setType(this.defaultArg(type, "white"));
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};
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Tone.extend(Tone.Noise, Tone.Source);
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/**
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* set the noise type
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*
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* @param {string} type the noise type (white|pink|brown)
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* @param {Tone.Time} time (optional) time that the set will occur
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*/
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Tone.Noise.prototype.setType = function(type, time){
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switch (type){
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case "white" :
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this._buffer = _whiteNoise;
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break;
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case "pink" :
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this._buffer = _pinkNoise;
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break;
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case "brown" :
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this._buffer = _brownNoise;
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break;
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default :
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this._buffer = _whiteNoise;
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}
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//if it's playing, stop and restart it
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if (this.state === Tone.Source.State.STARTED){
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time = this.toSeconds(time);
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//remove the listener
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this._source.onended = undefined;
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this._stop(time);
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this._start(time);
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}
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};
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/**
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* internal start method
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*
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* @param {Tone.Time} time
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* @private
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*/
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Tone.Noise.prototype._start = function(time){
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this._source = this.context.createBufferSource();
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this._source.buffer = this._buffer;
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this._source.loop = true;
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this.chain(this._source, this.output);
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this._source.start(this.toSeconds(time));
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this._source.onended = this._onended.bind(this);
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};
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/**
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* start the noise at a specific time
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*
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* @param {Tone.Time} time
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*/
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Tone.Noise.prototype.start = function(time){
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if (this.state === Tone.Source.State.STOPPED){
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this.state = Tone.Source.State.STARTED;
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//make the source
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this._start(time);
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}
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};
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/**
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* internal stop method
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*
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* @param {Tone.Time} time
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* @private
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*/
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Tone.Noise.prototype._stop = function(time){
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this._source.stop(this.toSeconds(time));
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};
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/**
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* stop the noise at a specific time
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*
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* @param {Tone.Time} time
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*/
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Tone.Noise.prototype.stop = function(time){
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if (this.state === Tone.Source.State.STARTED) {
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if (this._buffer && this._source){
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if (!time){
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this.state = Tone.Source.State.STOPPED;
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}
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this._stop(time);
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}
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}
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};
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/**
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* internal call when the buffer is done playing
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*
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* @private
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*/
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Tone.Noise.prototype._onended = function(){
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this.state = Tone.Source.State.STOPPED;
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this.onended();
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};
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/**
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* dispose all the components
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*/
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Tone.Noise.prototype.dispose = function(){
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Tone.Source.prototype.dispose.call(this);
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if (this._source !== null){
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this._source.disconnect();
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this._source = null;
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}
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this._buffer = null;
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};
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///////////////////////////////////////////////////////////////////////////
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// THE BUFFERS
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// borred heavily from http://noisehack.com/generate-noise-web-audio-api/
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///////////////////////////////////////////////////////////////////////////
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/**
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* static noise buffers
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*
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* @static
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* @private
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* @type {AudioBuffer}
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*/
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var _pinkNoise = null, _brownNoise = null, _whiteNoise = null;
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Tone._initAudioContext(function(audioContext){
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var sampleRate = audioContext.sampleRate;
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//four seconds per buffer
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var bufferLength = sampleRate * 4;
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//fill the buffers
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_pinkNoise = (function() {
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var buffer = audioContext.createBuffer(2, bufferLength, sampleRate);
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for (var channelNum = 0; channelNum < buffer.numberOfChannels; channelNum++){
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var channel = buffer.getChannelData(channelNum);
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var b0, b1, b2, b3, b4, b5, b6;
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b0 = b1 = b2 = b3 = b4 = b5 = b6 = 0.0;
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for (var i = 0; i < bufferLength; i++) {
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var white = Math.random() * 2 - 1;
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b0 = 0.99886 * b0 + white * 0.0555179;
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b1 = 0.99332 * b1 + white * 0.0750759;
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b2 = 0.96900 * b2 + white * 0.1538520;
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b3 = 0.86650 * b3 + white * 0.3104856;
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b4 = 0.55000 * b4 + white * 0.5329522;
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b5 = -0.7616 * b5 - white * 0.0168980;
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channel[i] = b0 + b1 + b2 + b3 + b4 + b5 + b6 + white * 0.5362;
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channel[i] *= 0.11; // (roughly) compensate for gain
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b6 = white * 0.115926;
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}
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}
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return buffer;
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}());
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_brownNoise = (function() {
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var buffer = audioContext.createBuffer(2, bufferLength, sampleRate);
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for (var channelNum = 0; channelNum < buffer.numberOfChannels; channelNum++){
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var channel = buffer.getChannelData(channelNum);
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var lastOut = 0.0;
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for (var i = 0; i < bufferLength; i++) {
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var white = Math.random() * 2 - 1;
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channel[i] = (lastOut + (0.02 * white)) / 1.02;
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lastOut = channel[i];
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channel[i] *= 3.5; // (roughly) compensate for gain
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}
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}
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return buffer;
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})();
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_whiteNoise = (function(){
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var buffer = audioContext.createBuffer(2, bufferLength, sampleRate);
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for (var channelNum = 0; channelNum < buffer.numberOfChannels; channelNum++){
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var channel = buffer.getChannelData(channelNum);
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for (var i = 0; i < bufferLength; i++){
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channel[i] = Math.random() * 2 - 1;
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}
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}
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return buffer;
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}());
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});
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return Tone.Noise;
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}); |