mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 16:48:00 +00:00
247 lines
5.9 KiB
JavaScript
247 lines
5.9 KiB
JavaScript
define(["Tone/core/Tone", "Tone/source/Source", "Tone/core/Buffer",
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"Tone/source/BufferSource"], function(Tone){
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"use strict";
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/**
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* @class Tone.Noise is a noise generator. It uses looped noise buffers to save on performance.
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* Tone.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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* @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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* @example
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* //initialize the noise and start
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* var noise = new Tone.Noise("pink").start();
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*
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* //make an autofilter to shape the noise
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* var autoFilter = new Tone.AutoFilter({
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* "frequency" : "8m",
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* "min" : 800,
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* "max" : 15000
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* }).connect(Tone.Master);
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*
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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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*/
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Tone.Noise = function(){
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var options = Tone.defaults(arguments, ["type"], Tone.Noise);
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Tone.Source.call(this, options);
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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._type = options.type;
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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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* @type {Positive}
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* @signal
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*/
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this._playbackRate = options.playbackRate;
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};
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Tone.extend(Tone.Noise, Tone.Source);
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/**
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* the default parameters
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*
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* @static
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* @const
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* @type {Object}
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*/
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Tone.Noise.defaults = {
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"type" : "white",
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"playbackRate" : 1
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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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* @memberOf Tone.Noise#
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* @type {string}
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* @name type
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* @example
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* noise.type = "white";
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*/
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Object.defineProperty(Tone.Noise.prototype, "type", {
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get : function(){
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return this._type;
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},
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set : function(type){
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if (this._type !== type){
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if (type in _noiseBuffers){
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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 === Tone.State.Started){
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var 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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} else {
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throw new TypeError("Tone.Noise: invalid type: "+type);
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}
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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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* @type {Positive}
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* @signal
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*/
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Object.defineProperty(Tone.Noise.prototype, "playbackRate", {
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get : function(){
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return this._playbackRate;
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},
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set : function(rate){
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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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/**
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* internal start method
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*
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* @param {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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var buffer = _noiseBuffers[this._type];
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this._source = new Tone.BufferSource(buffer).connect(this.output);
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this._source.loop = true;
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this._source.playbackRate.value = this._playbackRate;
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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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* @param {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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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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* Clean up.
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* @returns {Tone.Noise} this
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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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return this;
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};
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///////////////////////////////////////////////////////////////////////////
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// THE BUFFERS
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///////////////////////////////////////////////////////////////////////////
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//Noise buffer stats
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var bufferLength = 44100 * 5;
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var channels = 2;
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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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* @static
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* @private
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* @type {Array}
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*/
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var _noiseArrays = {
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"pink" : (function() {
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var buffer = [];
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for (var channelNum = 0; channelNum < channels; channelNum++){
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var channel = new Float32Array(bufferLength);
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buffer[channelNum] = channel;
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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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"brown" : (function() {
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var buffer = [];
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for (var channelNum = 0; channelNum < channels; channelNum++){
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var channel = new Float32Array(bufferLength);
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buffer[channelNum] = channel;
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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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"white" : (function(){
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var buffer = [];
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for (var channelNum = 0; channelNum < channels; channelNum++){
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var channel = new Float32Array(bufferLength);
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buffer[channelNum] = channel;
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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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/**
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* static noise buffers
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* @static
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* @private
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* @type {Tone.Buffer}
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*/
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var _noiseBuffers = {};
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//create the Tone.Buffers
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function createBuffers(){
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for (var type in _noiseArrays){
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_noiseBuffers[type] = new Tone.Buffer().fromArray(_noiseArrays[type]);
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}
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}
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//create the noise buffers
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Tone.getContext(createBuffers);
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Tone.Context.on("init", createBuffers);
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return Tone.Noise;
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});
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