mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 08:38:00 +00:00
768 lines
21 KiB
JavaScript
768 lines
21 KiB
JavaScript
/**
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* Tone.js
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* @author Yotam Mann
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* @license http://opensource.org/licenses/MIT MIT License
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* @copyright 2014-2015 Yotam Mann
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*/
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define(function(){
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"use strict";
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//////////////////////////////////////////////////////////////////////////
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// WEB AUDIO CONTEXT
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///////////////////////////////////////////////////////////////////////////
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//borrowed from underscore.js
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function isUndef(val){
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return val === void 0;
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}
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//borrowed from underscore.js
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function isFunction(val){
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return typeof val === "function";
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}
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var audioContext;
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//polyfill for AudioContext and OfflineAudioContext
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if (isUndef(window.AudioContext)){
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window.AudioContext = window.webkitAudioContext;
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}
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if (isUndef(window.OfflineAudioContext)){
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window.OfflineAudioContext = window.webkitOfflineAudioContext;
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}
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if (!isUndef(AudioContext)){
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audioContext = new AudioContext();
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} else {
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throw new Error("Web Audio is not supported in this browser");
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}
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//SHIMS////////////////////////////////////////////////////////////////////
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if (!isFunction(AudioContext.prototype.createGain)){
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AudioContext.prototype.createGain = AudioContext.prototype.createGainNode;
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}
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if (!isFunction(AudioContext.prototype.createDelay)){
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AudioContext.prototype.createDelay = AudioContext.prototype.createDelayNode;
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}
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if (!isFunction(AudioContext.prototype.createPeriodicWave)){
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AudioContext.prototype.createPeriodicWave = AudioContext.prototype.createWaveTable;
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}
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if (!isFunction(AudioBufferSourceNode.prototype.start)){
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AudioBufferSourceNode.prototype.start = AudioBufferSourceNode.prototype.noteGrainOn;
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}
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if (!isFunction(AudioBufferSourceNode.prototype.stop)){
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AudioBufferSourceNode.prototype.stop = AudioBufferSourceNode.prototype.noteOff;
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}
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if (!isFunction(OscillatorNode.prototype.start)){
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OscillatorNode.prototype.start = OscillatorNode.prototype.noteOn;
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}
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if (!isFunction(OscillatorNode.prototype.stop)){
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OscillatorNode.prototype.stop = OscillatorNode.prototype.noteOff;
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}
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if (!isFunction(OscillatorNode.prototype.setPeriodicWave)){
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OscillatorNode.prototype.setPeriodicWave = OscillatorNode.prototype.setWaveTable;
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}
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//extend the connect function to include Tones
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AudioNode.prototype._nativeConnect = AudioNode.prototype.connect;
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AudioNode.prototype.connect = function(B, outNum, inNum){
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if (B.input){
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if (Array.isArray(B.input)){
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if (isUndef(inNum)){
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inNum = 0;
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}
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this.connect(B.input[inNum]);
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} else {
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this.connect(B.input, outNum, inNum);
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}
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} else {
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try {
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if (B instanceof AudioNode){
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this._nativeConnect(B, outNum, inNum);
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} else {
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this._nativeConnect(B, outNum);
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}
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} catch (e) {
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throw new Error("error connecting to node: "+B);
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}
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}
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};
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///////////////////////////////////////////////////////////////////////////
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// TONE
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///////////////////////////////////////////////////////////////////////////
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/**
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* @class Tone is the base class of all other classes. It provides
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* a lot of methods and functionality to all classes that extend
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* it.
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*
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* @constructor
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* @alias Tone
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* @param {number} [inputs=1] the number of input nodes
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* @param {number} [outputs=1] the number of output nodes
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*/
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var Tone = function(inputs, outputs){
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/**
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* the input node(s)
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* @type {GainNode|Array}
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*/
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if (isUndef(inputs) || inputs === 1){
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this.input = this.context.createGain();
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} else if (inputs > 1){
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this.input = new Array(inputs);
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}
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/**
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* the output node(s)
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* @type {GainNode|Array}
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*/
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if (isUndef(outputs) || outputs === 1){
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this.output = this.context.createGain();
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} else if (outputs > 1){
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this.output = new Array(inputs);
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}
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};
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/**
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* Set the parameters at once. Either pass in an
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* object mapping parameters to values, or to set a
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* single parameter, by passing in a string and value.
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* The last argument is an optional ramp time which
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* will ramp any signal values to their destination value
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* over the duration of the rampTime.
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* @param {Object|string} params
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* @param {number=} value
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* @param {Time=} rampTime
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* @returns {Tone} this
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* @example
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* //set values using an object
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* filter.set({
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* "frequency" : 300,
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* "type" : highpass
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* });
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* @example
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* filter.set("type", "highpass");
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* @example
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* //ramp to the value 220 over 3 seconds.
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* oscillator.set({
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* "frequency" : 220
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* }, 3);
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*/
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Tone.prototype.set = function(params, value, rampTime){
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if (typeof params === "object"){
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rampTime = value;
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} else if (typeof params === "string"){
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var tmpObj = {};
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tmpObj[params] = value;
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params = tmpObj;
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}
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for (var attr in params){
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value = params[attr];
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var parent = this;
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if (attr.indexOf(".") !== -1){
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var attrSplit = attr.split(".");
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for (var i = 0; i < attrSplit.length - 1; i++){
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parent = parent[attrSplit[i]];
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}
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attr = attrSplit[attrSplit.length - 1];
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}
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var param = parent[attr];
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if (isUndef(param)){
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continue;
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}
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if (isFunction(Tone.Signal) && param instanceof Tone.Signal){
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if (param.value !== value){
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if (isUndef(rampTime)){
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param.value = value;
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} else {
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param.rampTo(value, rampTime);
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}
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}
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} else if (param instanceof AudioParam){
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if (param.value !== value){
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param.value = value;
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}
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} else if (param instanceof Tone){
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param.set(value);
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} else if (param !== value){
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parent[attr] = value;
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}
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}
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return this;
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};
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/**
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* Get the object's attributes. Given no arguments get
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* will return all available object properties and their corresponding
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* values. Pass in a single attribute to retrieve or an array
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* of attributes. The attribute strings can also include a "."
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* to access deeper properties.
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* @example
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* osc.get();
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* //returns {"type" : "sine", "frequency" : 440, ...etc}
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* @example
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* osc.get("type");
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* //returns { "type" : "sine"}
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* @example
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* //use dot notation to access deep properties
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* synth.get(["envelope.attack", "envelope.release"]);
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* //returns {"envelope" : {"attack" : 0.2, "release" : 0.4}}
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* @param {Array=|string|undefined} params the parameters to get, otherwise will return
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* all available.
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* @returns {Object}
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*/
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Tone.prototype.get = function(params){
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if (isUndef(params)){
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params = this._collectDefaults(this.constructor);
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} else if (typeof params === "string"){
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params = [params];
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}
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var ret = {};
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for (var i = 0; i < params.length; i++){
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var attr = params[i];
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var parent = this;
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var subRet = ret;
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if (attr.indexOf(".") !== -1){
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var attrSplit = attr.split(".");
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for (var j = 0; j < attrSplit.length - 1; j++){
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var subAttr = attrSplit[j];
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subRet[subAttr] = subRet[subAttr] || {};
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subRet = subRet[subAttr];
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parent = parent[subAttr];
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}
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attr = attrSplit[attrSplit.length - 1];
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}
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var param = parent[attr];
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if (typeof params[attr] === "object"){
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subRet[attr] = param.get();
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} else if (Tone.Signal && param instanceof Tone.Signal){
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subRet[attr] = param.value;
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} else if (param instanceof AudioParam){
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subRet[attr] = param.value;
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} else if (param instanceof Tone){
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subRet[attr] = param.get();
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} else if (!isFunction(param) && !isUndef(param)){
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subRet[attr] = param;
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}
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}
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return ret;
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};
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/**
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* collect all of the default attributes in one
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* @private
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* @param {function} constr the constructor to find the defaults from
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* @return {Array} all of the attributes which belong to the class
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*/
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Tone.prototype._collectDefaults = function(constr){
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var ret = [];
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if (!isUndef(constr.defaults)){
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ret = Object.keys(constr.defaults);
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}
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if (!isUndef(constr._super)){
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var superDefs = this._collectDefaults(constr._super);
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//filter out repeats
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for (var i = 0; i < superDefs.length; i++){
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if (ret.indexOf(superDefs[i]) === -1){
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ret.push(superDefs[i]);
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}
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}
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}
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return ret;
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};
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/**
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* Set the preset if it exists.
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* @param {string} presetName the name of the preset
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* @returns {Tone} this
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*/
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Tone.prototype.setPreset = function(presetName){
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if (!this.isUndef(this.preset) && this.preset.hasOwnProperty(presetName)){
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this.set(this.preset[presetName]);
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}
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return this;
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};
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/**
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* @returns {string} returns the name of the class as a string
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*/
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Tone.prototype.toString = function(){
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for (var className in Tone){
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var isLetter = className[0].match(/^[A-Z]$/);
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var sameConstructor = Tone[className] === this.constructor;
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if (isFunction(Tone[className]) && isLetter && sameConstructor){
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return className;
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}
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}
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return "Tone";
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};
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///////////////////////////////////////////////////////////////////////////
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// CLASS VARS
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///////////////////////////////////////////////////////////////////////////
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/**
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* A static pointer to the audio context accessible as Tone.context.
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* @type {AudioContext}
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*/
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Tone.context = audioContext;
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/**
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* The audio context.
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* @type {AudioContext}
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*/
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Tone.prototype.context = Tone.context;
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/**
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* the default buffer size
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* @type {number}
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* @static
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* @const
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*/
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Tone.prototype.bufferSize = 2048;
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/**
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* The delay time of a single frame (128 samples according to the spec).
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* @type {number}
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* @static
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* @const
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*/
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Tone.prototype.blockTime = 128 / Tone.context.sampleRate;
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///////////////////////////////////////////////////////////////////////////
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// CONNECTIONS
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///////////////////////////////////////////////////////////////////////////
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/**
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* disconnect and dispose
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* @returns {Tone} this
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*/
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Tone.prototype.dispose = function(){
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if (!this.isUndef(this.input)){
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if (this.input instanceof AudioNode){
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this.input.disconnect();
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}
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this.input = null;
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}
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if (!this.isUndef(this.output)){
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if (this.output instanceof AudioNode){
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this.output.disconnect();
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}
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this.output = null;
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}
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return this;
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};
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/**
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* a silent connection to the DesinationNode
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* which will ensure that anything connected to it
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* will not be garbage collected
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*
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* @private
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*/
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var _silentNode = null;
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/**
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* makes a connection to ensure that the node will not be garbage collected
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* until 'dispose' is explicitly called
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*
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* use carefully. circumvents JS and WebAudio's normal Garbage Collection behavior
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* @returns {Tone} this
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*/
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Tone.prototype.noGC = function(){
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this.output.connect(_silentNode);
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return this;
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};
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AudioNode.prototype.noGC = function(){
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this.connect(_silentNode);
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return this;
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};
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/**
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* connect the output of a ToneNode to an AudioParam, AudioNode, or ToneNode
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* @param {Tone | AudioParam | AudioNode} unit
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* @param {number} [outputNum=0] optionally which output to connect from
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* @param {number} [inputNum=0] optionally which input to connect to
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* @returns {Tone} this
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*/
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Tone.prototype.connect = function(unit, outputNum, inputNum){
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if (Array.isArray(this.output)){
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outputNum = this.defaultArg(outputNum, 0);
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this.output[outputNum].connect(unit, 0, inputNum);
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} else {
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this.output.connect(unit, outputNum, inputNum);
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}
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return this;
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};
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/**
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* disconnect the output
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* @returns {Tone} this
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*/
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Tone.prototype.disconnect = function(outputNum){
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if (Array.isArray(this.output)){
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outputNum = this.defaultArg(outputNum, 0);
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this.output[outputNum].disconnect();
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} else {
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this.output.disconnect();
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}
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return this;
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};
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/**
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* connect together all of the arguments in series
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* @param {...AudioParam|Tone|AudioNode}
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* @returns {Tone} this
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*/
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Tone.prototype.connectSeries = function(){
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if (arguments.length > 1){
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var currentUnit = arguments[0];
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for (var i = 1; i < arguments.length; i++){
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var toUnit = arguments[i];
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currentUnit.connect(toUnit);
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currentUnit = toUnit;
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}
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}
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return this;
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};
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/**
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* fan out the connection from the first argument to the rest of the arguments
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* @param {...AudioParam|Tone|AudioNode}
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* @returns {Tone} this
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*/
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Tone.prototype.connectParallel = function(){
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var connectFrom = arguments[0];
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if (arguments.length > 1){
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for (var i = 1; i < arguments.length; i++){
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var connectTo = arguments[i];
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connectFrom.connect(connectTo);
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}
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}
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return this;
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};
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/**
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* Connect the output of this node to the rest of the nodes in series.
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* @example
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* //connect a node to an effect, panVol and then to the master output
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* node.chain(effect, panVol, Tone.Master);
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* @param {...AudioParam|Tone|AudioNode} nodes
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* @returns {Tone} this
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*/
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Tone.prototype.chain = function(){
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if (arguments.length > 0){
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var currentUnit = this;
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for (var i = 0; i < arguments.length; i++){
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var toUnit = arguments[i];
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currentUnit.connect(toUnit);
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currentUnit = toUnit;
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}
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}
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return this;
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};
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/**
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* connect the output of this node to the rest of the nodes in parallel.
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* @param {...AudioParam|Tone|AudioNode}
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* @returns {Tone} this
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*/
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Tone.prototype.fan = function(){
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if (arguments.length > 0){
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for (var i = 0; i < arguments.length; i++){
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this.connect(arguments[i]);
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}
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}
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return this;
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};
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//give native nodes chain and fan methods
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AudioNode.prototype.chain = Tone.prototype.chain;
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AudioNode.prototype.fan = Tone.prototype.fan;
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///////////////////////////////////////////////////////////////////////////
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// UTILITIES / HELPERS / MATHS
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///////////////////////////////////////////////////////////////////////////
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/**
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* if a the given is undefined, use the fallback.
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* if both given and fallback are objects, given
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* will be augmented with whatever properties it's
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* missing which are in fallback
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*
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* warning: if object is self referential, it will go into an an
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* infinite recursive loop.
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*
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* @param {*} given
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* @param {*} fallback
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* @return {*}
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*/
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Tone.prototype.defaultArg = function(given, fallback){
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if (typeof given === "object" && typeof fallback === "object"){
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var ret = {};
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//make a deep copy of the given object
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for (var givenProp in given) {
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ret[givenProp] = this.defaultArg(given[givenProp], given[givenProp]);
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}
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for (var prop in fallback) {
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ret[prop] = this.defaultArg(given[prop], fallback[prop]);
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}
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return ret;
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} else {
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return isUndef(given) ? fallback : given;
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}
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};
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/**
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* returns the args as an options object with given arguments
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* mapped to the names provided.
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*
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* if the args given is an array containing an object, it is assumed
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* that that's already the options object and will just return it.
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*
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* @param {Array} values the 'arguments' object of the function
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* @param {Array} keys the names of the arguments as they
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* should appear in the options object
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* @param {Object=} defaults optional defaults to mixin to the returned
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* options object
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* @return {Object} the options object with the names mapped to the arguments
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*/
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Tone.prototype.optionsObject = function(values, keys, defaults){
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var options = {};
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if (values.length === 1 && typeof values[0] === "object"){
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options = values[0];
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} else {
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for (var i = 0; i < keys.length; i++){
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options[keys[i]] = values[i];
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}
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}
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if (!this.isUndef(defaults)){
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return this.defaultArg(options, defaults);
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} else {
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return options;
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}
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};
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/**
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* test if the arg is undefined
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* @param {*} arg the argument to test
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* @returns {boolean} true if the arg is undefined
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* @function
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*/
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Tone.prototype.isUndef = isUndef;
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/**
|
|
* 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;
|
|
|
|
/**
|
|
* An empty function.
|
|
* @static
|
|
*/
|
|
Tone.noOp = function(){};
|
|
|
|
|
|
/**
|
|
* 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,
|
|
});
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Possible play states.
|
|
* @enum {string}
|
|
*/
|
|
Tone.State = {
|
|
Started : "started",
|
|
Stopped : "stopped",
|
|
Paused : "paused",
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////
|
|
// GAIN CONVERSIONS
|
|
///////////////////////////////////////////////////////////////////////////
|
|
|
|
/**
|
|
* Equal power gain scale. Good for cross-fading.
|
|
* @param {NormalRange} percent (0-1)
|
|
* @return {Gain} output gain (0-1)
|
|
*/
|
|
Tone.prototype.equalPowerScale = function(percent){
|
|
var piFactor = 0.5 * Math.PI;
|
|
return Math.sin(percent * piFactor);
|
|
};
|
|
|
|
/**
|
|
* Convert decibels into gain.
|
|
* @param {Decibels} db
|
|
* @return {Gain}
|
|
*/
|
|
Tone.prototype.dbToGain = function(db) {
|
|
return Math.pow(2, db / 6);
|
|
};
|
|
|
|
/**
|
|
* Convert gain to decibels.
|
|
* @param {Gain} gain (0-1)
|
|
* @return {Decibels}
|
|
*/
|
|
Tone.prototype.gainToDb = function(gain) {
|
|
return 20 * (Math.log(gain) / Math.LN10);
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////
|
|
// TIMING
|
|
///////////////////////////////////////////////////////////////////////////
|
|
|
|
/**
|
|
* Return the current time of the clock + a single buffer frame.
|
|
* If this value is used to schedule a value to change, the earliest
|
|
* it could be scheduled is the following frame.
|
|
* @return {number} the currentTime from the AudioContext
|
|
*/
|
|
Tone.prototype.now = function(){
|
|
return this.context.currentTime;
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////
|
|
// 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;
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////
|
|
// 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 blockTime
|
|
Tone.prototype.blockTime = 128 / audioContext.sampleRate;
|
|
_silentNode = audioContext.createGain();
|
|
_silentNode.gain.value = 0;
|
|
_silentNode.connect(audioContext.destination);
|
|
});
|
|
|
|
Tone.version = "r6-dev";
|
|
|
|
console.log("%c * Tone.js " + Tone.version + " * ", "background: #000; color: #fff");
|
|
|
|
return Tone;
|
|
});
|