mirror of
https://github.com/Tonejs/Tone.js
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145 lines
3.8 KiB
TypeScript
145 lines
3.8 KiB
TypeScript
import { Merge } from "../component/channel/Merge";
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import { Gain } from "../core/context/Gain";
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import { Seconds, Time } from "../core/type/Units";
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import { optionsFromArguments } from "../core/util/Defaults";
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import { Noise } from "../source/Noise";
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import { Effect, EffectOptions } from "./Effect";
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import { OfflineContext } from "../core/context/OfflineContext";
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import { noOp } from "../core/util/Interface";
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import { assertRange } from "Tone/core/util/Debug";
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interface ReverbOptions extends EffectOptions {
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decay: Seconds;
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preDelay: Seconds;
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}
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/**
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* Simple convolution created with decaying noise.
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* Generates an Impulse Response Buffer
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* with Tone.Offline then feeds the IR into ConvolverNode.
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* The impulse response generation is async, so you have
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* to wait until [[ready]] resolves before it will make a sound.
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*
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* Inspiration from [ReverbGen](https://github.com/adelespinasse/reverbGen).
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* Copyright (c) 2014 Alan deLespinasse Apache 2.0 License.
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*
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* @category Effect
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*/
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export class Reverb extends Effect<ReverbOptions> {
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readonly name: string = "Reverb";
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/**
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* Convolver node
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*/
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private _convolver: ConvolverNode = this.context.createConvolver();
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/**
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* The duration of the reverb.
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*/
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private _decay: Seconds;
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/**
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* The amount of time before the reverb is fully ramped in.
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*/
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private _preDelay: Seconds;
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/**
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* Resolves when the reverb buffer is generated. Whenever either [[decay]]
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* or [[preDelay]] are set, you have to wait until [[ready]] resolves
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* before the IR is generated with the latest values.
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*/
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ready: Promise<void> = Promise.resolve();
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/**
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* @param decay The amount of time it will reverberate for.
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*/
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constructor(decay?: Seconds);
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constructor(options?: Partial<ReverbOptions>);
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constructor() {
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super(optionsFromArguments(Reverb.getDefaults(), arguments, ["decay"]));
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const options = optionsFromArguments(Reverb.getDefaults(), arguments, ["decay"]);
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this._decay = options.decay;
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this._preDelay = options.preDelay;
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this.generate();
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this.connectEffect(this._convolver);
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}
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static getDefaults(): ReverbOptions {
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return Object.assign(Effect.getDefaults(), {
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decay: 1.5,
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preDelay: 0.01,
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});
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}
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/**
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* The duration of the reverb.
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*/
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get decay(): Time {
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return this._decay;
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}
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set decay(time) {
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time = this.toSeconds(time);
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assertRange(time, 0);
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this._decay = time;
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this.generate();
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}
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/**
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* The amount of time before the reverb is fully ramped in.
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*/
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get preDelay(): Time {
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return this._preDelay;
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}
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set preDelay(time) {
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time = this.toSeconds(time);
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assertRange(time, 0);
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this._preDelay = time;
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this.generate();
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}
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/**
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* Generate the Impulse Response. Returns a promise while the IR is being generated.
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* @return Promise which returns this object.
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*/
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async generate(): Promise<this> {
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const previousReady = this.ready;
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// create a noise burst which decays over the duration in each channel
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const context = new OfflineContext(2, this._decay + this._preDelay, this.context.sampleRate);
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const noiseL = new Noise({ context });
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const noiseR = new Noise({ context });
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const merge = new Merge({ context });
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noiseL.connect(merge, 0, 0);
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noiseR.connect(merge, 0, 1);
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const gainNode = new Gain({ context }).toDestination();
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merge.connect(gainNode);
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noiseL.start(0);
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noiseR.start(0);
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// predelay
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gainNode.gain.setValueAtTime(0, 0);
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gainNode.gain.setValueAtTime(1, this._preDelay);
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// decay
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gainNode.gain.exponentialApproachValueAtTime(0, this._preDelay, this.decay);
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// render the buffer
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const renderPromise = context.render();
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this.ready = renderPromise.then(noOp);
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// wait for the previous `ready` to resolve
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await previousReady;
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// set the buffer
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this._convolver.buffer = (await renderPromise).get() as AudioBuffer;
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return this;
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}
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dispose(): this {
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super.dispose();
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this._convolver.disconnect();
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return this;
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}
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}
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