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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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/** * FrequencyShifter can be used to shift all frequencies of a signal by a fixed amount. * The amount can be changed at audio rate and the effect is applied in real time. * The frequency shifting is implemented with a technique called single side band modulation using a ring modulator. * Note: Contrary to pitch shifting, all frequencies are shifted by the same amount, * destroying the harmonic relationship between them. This leads to the classic ring modulator timbre distortion. * The algorithm will produces some aliasing towards the high end, especially if your source material * contains a lot of high frequencies. Unfortunatelly the webaudio API does not support resampling * buffers in real time, so it is not possible to fix it properly. Depending on the use case it might * be an option to low pass filter your input before frequency shifting it to get ride of the aliasing. * You can find a very detailed description of the algorithm here: https://larzeitlin.github.io/RMFS/ * * See description on [Tone.js](https://tonejs.github.io/) * * */ import { TypedAudioNode } from './_Base'; import { NodeParamsConfig } from '../utils/params/ParamsConfig'; import { AudioBuilder } from '../../../core/audio/AudioBuilder'; declare class FrequencyShifterAudioParamsConfig extends NodeParamsConfig { /** @param frequency */ frequency: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.FLOAT>; } export declare class FrequencyShifterAudioNode extends TypedAudioNode<FrequencyShifterAudioParamsConfig> { paramsConfig: FrequencyShifterAudioParamsConfig; static type(): string; initializeNode(): void; cook(inputContents: AudioBuilder[]): void; } export {};