mirror of
https://github.com/Tonejs/Tone.js
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d957aad613
fixes #433 [skip ci]
296 lines
8.7 KiB
JavaScript
296 lines
8.7 KiB
JavaScript
import Tone from "../core/Tone";
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import "../instrument/Synth";
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import "../source/Source";
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/**
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* @class Tone.PolySynth handles voice creation and allocation for any
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* instruments passed in as the second paramter. PolySynth is
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* not a synthesizer by itself, it merely manages voices of
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* one of the other types of synths, allowing any of the
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* monophonic synthesizers to be polyphonic.
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*
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* @constructor
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* @extends {Tone.Instrument}
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* @param {number|Object} [polyphony=4] The number of voices to create
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* @param {function} [voice=Tone.Synth] The constructor of the voices
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* uses Tone.Synth by default.
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* @param {...*} voiceArgs All additional arguments will be passed into the class constructor.
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* @example
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* //a polysynth composed of 6 Voices of Synth
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* var synth = new Tone.PolySynth(6, Tone.Synth, {
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* oscillator : {
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* type : "square"
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* }
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* }).toMaster();
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* //set the attributes using the set interface
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* synth.set("detune", -1200);
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* //play a chord
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* synth.triggerAttackRelease(["C4", "E4", "A4"], "4n");
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*/
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Tone.PolySynth = function(){
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var options = Tone.defaults(arguments, ["polyphony", "voice"], Tone.PolySynth);
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Tone.Instrument.call(this, options);
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options = Tone.defaultArg(options, Tone.Instrument.defaults);
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//max polyphony
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options.polyphony = Math.min(Tone.PolySynth.MAX_POLYPHONY, options.polyphony);
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/**
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* the array of voices
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* @type {Array}
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*/
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this.voices = new Array(options.polyphony);
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this.assert(options.polyphony > 0, "polyphony must be greater than 0");
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/**
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* The detune in cents
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* @type {Cents}
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* @signal
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*/
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this.detune = new Tone.Signal(options.detune, Tone.Type.Cents);
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this._readOnly("detune");
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//create the voices
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for (var i = 0; i < options.polyphony; i++){
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var v = new options.voice(arguments[2], arguments[3]);
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if (!(v instanceof Tone.Monophonic)){
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throw new Error("Synth constructor must be instance of Tone.Monophonic");
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}
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this.voices[i] = v;
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v.index = i;
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v.connect(this.output);
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if (v.hasOwnProperty("detune")){
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this.detune.connect(v.detune);
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}
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}
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};
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Tone.extend(Tone.PolySynth, Tone.Instrument);
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/**
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* the defaults
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* @const
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* @static
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* @type {Object}
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*/
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Tone.PolySynth.defaults = {
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"polyphony" : 4,
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"volume" : 0,
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"detune" : 0,
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"voice" : Tone.Synth
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};
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/**
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* Get the closest available voice, that is the
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* one that is either the closest to the note,
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* or has the lowest envelope value.
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* @param {Time} time return the voice that has the lowest energy at this time.
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* @param {Note} note if there is a voice with this note, that should be returned
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* @return {Tone.Monophonic} A synth voice.
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* @private
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*/
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Tone.PolySynth.prototype._getClosestVoice = function(time, note){
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//play the note which has the same frequency, if that exists
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var sameNote = this.voices.find(function(voice){
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//break if it's within a small epsion of the voice's frequency
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if (Math.abs(voice.frequency.getValueAtTime(time) - Tone.Frequency(note)) < 1e-4 &&
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//and that note is currently active
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voice.getLevelAtTime(time) > 1e-5){
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return voice;
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}
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});
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if (sameNote){
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return sameNote;
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}
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var sortedVoices = this.voices.slice().sort(function(a, b){
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//check that it's not scheduled in the future
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var aLevel = a.getLevelAtTime(time + this.blockTime);
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var bLevel = b.getLevelAtTime(time + this.blockTime);
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var silenceThresh = 1e-5;
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if (aLevel < silenceThresh){
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aLevel = 0;
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}
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if (bLevel < silenceThresh){
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bLevel = 0;
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}
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return aLevel - bLevel;
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}.bind(this));
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return sortedVoices[0];
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};
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/**
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* Trigger the attack portion of the note
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* @param {Frequency|Array} notes The notes to play. Accepts a single
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* Frequency or an array of frequencies.
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* @param {Time} [time=now] The start time of the note.
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* @param {number} [velocity=1] The velocity of the note.
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* @returns {Tone.PolySynth} this
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* @example
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* //trigger a chord immediately with a velocity of 0.2
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* poly.triggerAttack(["Ab3", "C4", "F5"], undefined, 0.2);
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*/
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Tone.PolySynth.prototype.triggerAttack = function(notes, time, velocity){
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if (!Array.isArray(notes)){
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notes = [notes];
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}
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time = this.toSeconds(time);
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notes.forEach(function(note){
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var voice = this._getClosestVoice(time, note);
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voice.triggerAttack(note, time, velocity);
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this.log("triggerAttack", voice.index, note);
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}.bind(this));
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return this;
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};
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/**
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* Trigger the release of the note. Unlike monophonic instruments,
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* a note (or array of notes) needs to be passed in as the first argument.
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* @param {Frequency|Array} notes The notes to play. Accepts a single
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* Frequency or an array of frequencies.
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* @param {Time} [time=now] When the release will be triggered.
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* @returns {Tone.PolySynth} this
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* @example
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* poly.triggerRelease(["Ab3", "C4", "F5"], "+2n");
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*/
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Tone.PolySynth.prototype.triggerRelease = function(notes, time){
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if (!Array.isArray(notes)){
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notes = [notes];
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}
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time = this.toSeconds(time);
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notes.forEach(function(note){
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var voice = this._getClosestVoice(time, note);
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this.log("triggerRelease", voice.index, note);
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voice.triggerRelease(time);
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}.bind(this));
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return this;
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};
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/**
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* Trigger the attack and release after the specified duration
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*
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* @param {Frequency|Array} notes The notes to play. Accepts a single
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* Frequency or an array of frequencies.
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* @param {Time} duration the duration of the note
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* @param {Time} [time=now] if no time is given, defaults to now
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* @param {number} [velocity=1] the velocity of the attack (0-1)
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* @returns {Tone.PolySynth} this
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* @example
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* //trigger a chord for a duration of a half note
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* poly.triggerAttackRelease(["Eb3", "G4", "C5"], "2n");
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* @example
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* //can pass in an array of durations as well
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* poly.triggerAttackRelease(["Eb3", "G4", "C5"], ["2n", "4n", "4n"]);
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*/
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Tone.PolySynth.prototype.triggerAttackRelease = function(notes, duration, time, velocity){
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time = this.toSeconds(time);
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this.triggerAttack(notes, time, velocity);
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if (Tone.isArray(duration) && Tone.isArray(notes)){
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for (var i = 0; i < notes.length; i++){
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var d = duration[Math.min(i, duration.length - 1)];
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this.triggerRelease(notes[i], time + this.toSeconds(d));
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}
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} else {
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this.triggerRelease(notes, time + this.toSeconds(duration));
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}
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return this;
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};
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/**
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* Sync the instrument to the Transport. All subsequent calls of
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* [triggerAttack](#triggerattack) and [triggerRelease](#triggerrelease)
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* will be scheduled along the transport.
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* @example
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* synth.sync()
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* //schedule 3 notes when the transport first starts
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* synth.triggerAttackRelease('8n', 0)
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* synth.triggerAttackRelease('8n', '8n')
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* synth.triggerAttackRelease('8n', '4n')
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* //start the transport to hear the notes
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* Transport.start()
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* @returns {Tone.Instrument} this
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*/
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Tone.PolySynth.prototype.sync = function(){
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this._syncMethod("triggerAttack", 1);
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this._syncMethod("triggerRelease", 1);
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return this;
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};
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/**
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* Set a member/attribute of the voices.
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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.PolySynth} this
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* @example
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* poly.set({
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* "filter" : {
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* "type" : "highpass"
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* },
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* "envelope" : {
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* "attack" : 0.25
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* }
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* });
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*/
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Tone.PolySynth.prototype.set = function(params, value, rampTime){
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for (var i = 0; i < this.voices.length; i++){
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this.voices[i].set(params, value, rampTime);
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}
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return this;
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};
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/**
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* Get the synth'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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* @param {Array=} params the parameters to get, otherwise will return
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* all available.
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*/
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Tone.PolySynth.prototype.get = function(params){
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return this.voices[0].get(params);
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};
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/**
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* Trigger the release portion of all the currently active voices.
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* @param {Time} [time=now] When the notes should be released.
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* @return {Tone.PolySynth} this
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*/
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Tone.PolySynth.prototype.releaseAll = function(time){
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time = this.toSeconds(time);
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this.voices.forEach(function(voice){
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voice.triggerRelease(time);
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});
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return this;
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};
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/**
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* Clean up.
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* @returns {Tone.PolySynth} this
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*/
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Tone.PolySynth.prototype.dispose = function(){
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Tone.Instrument.prototype.dispose.call(this);
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this.voices.forEach(function(voice){
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voice.dispose();
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});
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this._writable("detune");
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this.detune.dispose();
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this.detune = null;
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this.voices = null;
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return this;
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};
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/**
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* The maximum number of notes that can be allocated
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* to a polysynth.
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* @type {Number}
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* @static
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*/
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Tone.PolySynth.MAX_POLYPHONY = 20;
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export default Tone.PolySynth;
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