mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-15 16:17:58 +00:00
287 lines
7.4 KiB
HTML
287 lines
7.4 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>VISUALIZING ENVELOPES</title>
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<!--
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Funky Shape
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Using Tone.js and p5.js
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example written by Seth Kranzler
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https://github.com/polyrhythmatic
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-->
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<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no">
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<link rel="icon" type="image/png" sizes="174x174" href="./style/favicon.png">
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<script src="./scripts/p5.js"></script>
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<script src="../build/Tone.js"></script>
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<script src="./scripts/p5.Tone.js"></script>
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<script src="./scripts/jquery.min.js"></script>
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<script src="./scripts/draggabilly.js"></script>
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<script src="./scripts/StartAudioContext.js"></script>
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<script src="./scripts/Interface.js"></script>
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<script src="https://tonejs.github.io/Logo/build/Logo.js"></script>
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<link rel="stylesheet" type="text/css" href="./style/examples.css">
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<script>
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// jshint ignore: start
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</script>
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</head>
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<body>
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<style type="text/css">
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canvas {
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position: absolute;
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top: 0px;
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z-index: -1;
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}
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</style>
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<div id="Content" class="FullScreen">
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<div id="Title">Using p5</div>
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<div id="Explanation">
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By accessing the envelope's current value, we can create responsive visuals that are directly tied to what is heard.
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<br><br>
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This sketch uses <a href="https://p5js.org" target="_blank">p5.js</a> for visual components.
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</div>
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</div>
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<script id="p5">
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//creating our class name
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function FunkyShape() {}
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/*
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FunkyShape init gives initial and offset values for
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the perlin noise functions in update.
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Giving different initial values ensures that
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each funky shape follows its own funky path
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*/
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FunkyShape.prototype.init = function(xInc, yInc, xOff, yOff, radius) {
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this.xInc = xInc;
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this.yInc = yInc;
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this.xOff = xOff;
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this.yOff = yOff;
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this.radius = radius;
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this.xPos = 0;
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this.yPos = 0;
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}
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//updates the x, y, and radius values of the shape
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FunkyShape.prototype.update = function(envelope) {
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this.xPos = noise(this.xOff) * width;
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this.yPos = noise(this.yOff) * height;
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this.xOff += this.xInc;
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this.yOff += this.yInc;
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this.sRadius = this.radius * envelope;
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return {
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"xPos": this.xPos,
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"yPos": this.yPos,
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"radius": this.sRadius
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};
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}
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//using our FunkyShape class
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//to create a funkyCircle class
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var funkyCircle = new FunkyShape();
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//creating an empty array
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var funkySquare = [];
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//and populating it with 3 FunkyShapes
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for (var i = 0; i < 3; i++) {
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funkySquare[i] = new FunkyShape();
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}
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function setup() {
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//create a canvas width and height of the screen
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createCanvas(windowWidth, windowHeight);
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//no fill
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fill(255);
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strokeWeight(1);
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rectMode(CENTER);
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//initializing our funky circle
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funkyCircle.init(0.01, 0.02, 0.0, 0.0, 400);
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//initializing our squares with random values
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//to ensure they don't follow the same path
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for (var i = 0; i < 3; i++) {
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var xInc = Math.random() / 10;
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var yInc = Math.random() / 10;
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funkySquare[i].init(xInc, yInc, 0, 0, 800);
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}
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}
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var phase = 0;
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function draw() {
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background(255);
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stroke(0);
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//drawing the kick wave at the bottom
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//it is composed of a simple sine wave that
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//changes in height with the kick envelope
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for (var i = 0; i < width; i++) {
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//scaling kickEnvelope value by 200
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//since default is 0-1
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var kickValue = kickEnvelope.value * 200;
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//multiplying this value to scale the sine wave
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//depending on x position
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var yDot = Math.sin((i / 60) + phase) * kickValue;
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point(i, height -150 + yDot);
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}
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//increasing phase means that the kick wave will
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//not be standing and looks more dynamic
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phase += 1;
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//updating circle and square positions with
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//bass and bleep envelope values
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var circlePos = funkyCircle.update(bassEnvelope.value);
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//circlePos returns x and y positions as an object
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ellipse(circlePos.xPos, circlePos.yPos, circlePos.radius, circlePos.radius);
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stroke('red');
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for (var i = 0; i < 3; i++) {
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var squarePos = funkySquare[i].update(bleepEnvelope.value);
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rect(squarePos.xPos, squarePos.yPos, squarePos.radius, squarePos.radius);
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}
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}
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</script>
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<script id="Song">
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//HATS
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//filtering the hi-hats a bit
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//to make them sound nicer
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var lowPass = new Tone.Filter({
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"frequency": 14000,
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}).toMaster();
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//we can make our own hi hats with
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//the noise synth and a sharp filter envelope
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var openHiHat = new Tone.NoiseSynth({
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"volume" : -10,
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"filter": {
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"Q": 1
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},
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"envelope": {
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"attack": 0.01,
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"decay": 0.3
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},
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"filterEnvelope": {
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"attack": 0.01,
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"decay": 0.03,
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"baseFrequency": 4000,
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"octaves": -2.5,
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"exponent": 4,
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}
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}).connect(lowPass);
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var openHiHatPart = new Tone.Part(function(time){
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openHiHat.triggerAttack(time);
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}, ["2*8n", "6*8n"]).start(0);
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var closedHiHat = new Tone.NoiseSynth({
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"volume" : -10,
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"filter": {
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"Q": 1
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},
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"envelope": {
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"attack": 0.01,
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"decay": 0.15
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},
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"filterEnvelope": {
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"attack": 0.01,
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"decay": 0.03,
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"baseFrequency": 4000,
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"octaves": -2.5,
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"exponent": 4,
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}
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}).connect(lowPass);
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var closedHatPart = new Tone.Part(function(time){
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closedHiHat.triggerAttack(time);
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}, ["0*8n", "1*16n", "1*8n", "3*8n", "4*8n", "5*8n", "7*8n", "8*8n"]).start(0);
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//BASS
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var bassEnvelope = new Tone.AmplitudeEnvelope({
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"attack": 0.01,
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"decay": 0.2,
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"sustain": 0,
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"release": 0,
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}).toMaster();
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var bassFilter = new Tone.Filter({
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"frequency": 600,
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"Q": 8
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});
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var bass = new Tone.PulseOscillator("A2", 0.4).chain(bassFilter, bassEnvelope);
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bass.start();
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var bassPart = new Tone.Part(function(time, note){
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bass.frequency.setValueAtTime(note, time);
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bassEnvelope.triggerAttack(time);
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}, [["0:0", "A1"],
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["0:2", "G1"],
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["0:2:2", "C2"],
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["0:3:2", "A1"]]).start(0);
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//BLEEP
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var bleepEnvelope = new Tone.AmplitudeEnvelope({
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"attack": 0.01,
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"decay": 0.4,
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"sustain": 0,
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"release": 0,
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}).toMaster();
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var bleep = new Tone.Oscillator("A4").connect(bleepEnvelope);
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bleep.start();
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var bleepLoop = new Tone.Loop(function(time){
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bleepEnvelope.triggerAttack(time);
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}, "2n").start(0);
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//KICK
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var kickEnvelope = new Tone.AmplitudeEnvelope({
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"attack": 0.01,
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"decay": 0.2,
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"sustain": 0,
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"release": 0
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}).toMaster();
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var kick = new Tone.Oscillator("A2").connect(kickEnvelope).start();
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kickSnapEnv = new Tone.FrequencyEnvelope({
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"attack": 0.005,
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"decay": 0.01,
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"sustain": 0,
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"release": 0,
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"baseFrequency": "A2",
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"octaves": 2.7
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}).connect(kick.frequency);
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var kickPart = new Tone.Part(function(time){
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kickEnvelope.triggerAttack(time);
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kickSnapEnv.triggerAttack(time);
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}, ["0", "0:0:3", "0:2:0", "0:3:1"]).start(0);
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//TRANSPORT
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Tone.Transport.loopStart = 0;
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Tone.Transport.loopEnd = "1:0";
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Tone.Transport.loop = true;
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// GUI //
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Interface.Button({
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type : "toggle",
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text : "Start",
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activeText : "Stop",
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start : function(){
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Tone.Transport.start("+0.1");
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},
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end : function(){
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Tone.Transport.stop();
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}
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});
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</script>
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</body>
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</html>
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