mirror of
https://github.com/Tonejs/Tone.js
synced 2024-12-28 12:33:12 +00:00
f17249691d
now in the form Tone.Something instead of using `import { Something } from "tone"`. It makes the example runner on the docs page work much faster
287 lines
7 KiB
TypeScript
287 lines
7 KiB
TypeScript
import { ToneAudioBuffer } from "../core/context/ToneAudioBuffer";
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import { Positive, Time } from "../core/type/Units";
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import { optionsFromArguments } from "../core/util/Defaults";
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import { assert } from "../core/util/Debug";
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import { Source, SourceOptions } from "../source/Source";
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import { ToneBufferSource } from "./buffer/ToneBufferSource";
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export type NoiseType = "white" | "brown" | "pink";
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export interface NoiseOptions extends SourceOptions {
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type: NoiseType;
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playbackRate: Positive;
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fadeIn: Time;
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fadeOut: Time;
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}
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/**
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* Noise is a noise generator. It uses looped noise buffers to save on performance.
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* Noise supports the noise types: "pink", "white", and "brown". Read more about
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* colors of noise on [Wikipedia](https://en.wikipedia.org/wiki/Colors_of_noise).
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*
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* @example
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* // initialize the noise and start
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* const noise = new Tone.Noise("pink").start();
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* // make an autofilter to shape the noise
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* const autoFilter = new Tone.AutoFilter({
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* frequency: "8n",
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* baseFrequency: 200,
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* octaves: 8
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* }).toDestination().start();
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* // connect the noise
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* noise.connect(autoFilter);
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* // start the autofilter LFO
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* autoFilter.start();
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* @category Source
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*/
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export class Noise extends Source<NoiseOptions> {
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readonly name: string = "Noise";
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/**
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* Private reference to the source
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*/
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private _source: ToneBufferSource | null = null;
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/**
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* private reference to the type
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*/
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private _type!: NoiseType;
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/**
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* The playback rate of the noise. Affects
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* the "frequency" of the noise.
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*/
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private _playbackRate: Positive;
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/**
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* The fadeIn time of the amplitude envelope.
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*/
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protected _fadeIn: Time;
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/**
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* The fadeOut time of the amplitude envelope.
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*/
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protected _fadeOut: Time;
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/**
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* @param type the noise type (white|pink|brown)
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*/
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constructor(type?: NoiseType);
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constructor(options?: Partial<NoiseOptions>);
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constructor() {
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super(optionsFromArguments(Noise.getDefaults(), arguments, ["type"]));
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const options = optionsFromArguments(Noise.getDefaults(), arguments, ["type"]);
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this._playbackRate = options.playbackRate;
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this.type = options.type;
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this._fadeIn = options.fadeIn;
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this._fadeOut = options.fadeOut;
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}
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static getDefaults(): NoiseOptions {
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return Object.assign(Source.getDefaults(), {
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fadeIn: 0,
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fadeOut: 0,
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playbackRate: 1,
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type: "white" as NoiseType,
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});
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}
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/**
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* The type of the noise. Can be "white", "brown", or "pink".
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* @example
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* const noise = new Tone.Noise().toDestination().start();
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* noise.type = "brown";
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*/
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get type(): NoiseType {
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return this._type;
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}
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set type(type: NoiseType) {
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assert(type in _noiseBuffers, "Noise: invalid type: " + type);
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if (this._type !== type) {
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this._type = type;
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// if it's playing, stop and restart it
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if (this.state === "started") {
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const now = this.now();
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this._stop(now);
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this._start(now);
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}
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}
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}
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/**
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* The playback rate of the noise. Affects
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* the "frequency" of the noise.
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*/
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get playbackRate(): Positive {
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return this._playbackRate;
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}
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set playbackRate(rate: Positive) {
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this._playbackRate = rate;
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if (this._source) {
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this._source.playbackRate.value = rate;
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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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protected _start(time?: Time): void {
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const buffer = _noiseBuffers[this._type];
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this._source = new ToneBufferSource({
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url: buffer,
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context: this.context,
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fadeIn: this._fadeIn,
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fadeOut: this._fadeOut,
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loop: true,
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onended: () => this.onstop(this),
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playbackRate: this._playbackRate,
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}).connect(this.output);
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this._source.start(this.toSeconds(time), Math.random() * (buffer.duration - 0.001));
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}
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/**
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* internal stop method
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*/
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protected _stop(time?: Time): void {
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if (this._source) {
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this._source.stop(this.toSeconds(time));
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this._source = null;
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}
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}
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/**
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* The fadeIn time of the amplitude envelope.
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*/
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get fadeIn(): Time {
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return this._fadeIn;
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}
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set fadeIn(time) {
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this._fadeIn = time;
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if (this._source) {
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this._source.fadeIn = this._fadeIn;
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}
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}
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/**
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* The fadeOut time of the amplitude envelope.
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*/
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get fadeOut(): Time {
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return this._fadeOut;
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}
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set fadeOut(time) {
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this._fadeOut = time;
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if (this._source) {
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this._source.fadeOut = this._fadeOut;
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}
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}
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protected _restart(time?: Time): void {
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// TODO could be optimized by cancelling the buffer source 'stop'
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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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* Clean up.
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*/
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dispose(): this {
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super.dispose();
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if (this._source) {
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this._source.disconnect();
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}
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return this;
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}
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}
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//--------------------
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// THE NOISE BUFFERS
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//--------------------
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// Noise buffer stats
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const BUFFER_LENGTH = 44100 * 5;
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const NUM_CHANNELS = 2;
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/**
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* The cached noise buffers
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*/
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interface NoiseCache {
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[key: string]: ToneAudioBuffer | null;
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}
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/**
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* Cache the noise buffers
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*/
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const _noiseCache: NoiseCache = {
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brown: null,
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pink: null,
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white: null,
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};
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/**
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* The noise arrays. Generated on initialization.
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* borrowed heavily from https://github.com/zacharydenton/noise.js
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* (c) 2013 Zach Denton (MIT)
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*/
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const _noiseBuffers = {
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get brown(): ToneAudioBuffer {
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if (!_noiseCache.brown) {
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const buffer: Float32Array[] = [];
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for (let channelNum = 0; channelNum < NUM_CHANNELS; channelNum++) {
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const channel = new Float32Array(BUFFER_LENGTH);
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buffer[channelNum] = channel;
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let lastOut = 0.0;
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for (let i = 0; i < BUFFER_LENGTH; i++) {
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const 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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_noiseCache.brown = new ToneAudioBuffer().fromArray(buffer);
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}
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return _noiseCache.brown;
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},
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get pink(): ToneAudioBuffer {
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if (!_noiseCache.pink) {
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const buffer: Float32Array[] = [];
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for (let channelNum = 0; channelNum < NUM_CHANNELS; channelNum++) {
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const channel = new Float32Array(BUFFER_LENGTH);
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buffer[channelNum] = channel;
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let 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 (let i = 0; i < BUFFER_LENGTH; i++) {
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const 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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_noiseCache.pink = new ToneAudioBuffer().fromArray(buffer);
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}
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return _noiseCache.pink;
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},
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get white(): ToneAudioBuffer {
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if (!_noiseCache.white) {
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const buffer: Float32Array[] = [];
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for (let channelNum = 0; channelNum < NUM_CHANNELS; channelNum++) {
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const channel = new Float32Array(BUFFER_LENGTH);
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buffer[channelNum] = channel;
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for (let i = 0; i < BUFFER_LENGTH; i++) {
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channel[i] = Math.random() * 2 - 1;
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}
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}
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_noiseCache.white = new ToneAudioBuffer().fromArray(buffer);
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}
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return _noiseCache.white;
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},
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};
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