superdough
Version:
simple web audio synth and sampler intended for live coding. inspired by superdirt and webdirt.
661 lines (606 loc) • 20.7 kB
JavaScript
import { getAudioContext } from './audioContext.mjs';
import { logger } from './logger.mjs';
import { getNoiseBuffer } from './noise.mjs';
import { getNodeFromPool } from './nodePools.mjs';
import { clamp, nanFallback, midiToFreq, noteToMidi } from './util.mjs';
export const noises = ['pink', 'white', 'brown', 'crackle'];
export function gainNode(value) {
const node = getAudioContext().createGain();
node.gain.value = value;
return node;
}
export function effectSend(input, effect, wet) {
const send = gainNode(wet);
input.connect(send);
send.connect(effect);
return send;
}
const getSlope = (y1, y2, x1, x2) => {
const denom = x2 - x1;
if (denom === 0) {
return 0;
}
return (y2 - y1) / (x2 - x1);
};
export function getWorklet(ac, processor, params, config) {
const node = new AudioWorkletNode(ac, processor, config);
Object.entries(params).forEach(([key, value]) => {
if (value !== undefined) {
node.parameters.get(key).value = value;
}
});
return node;
}
export const getParamADSR = (
param,
attack,
decay,
sustain,
release,
// min = value at start of attack, max = value at end of attack; it is possible that max < min
min,
max,
begin,
end,
//exponential works better for frequency modulations (such as filter cutoff) due to human ear perception
curve = 'exponential',
) => {
attack = nanFallback(attack);
decay = nanFallback(decay);
sustain = nanFallback(sustain);
release = nanFallback(release);
const ramp = curve === 'exponential' ? 'exponentialRampToValueAtTime' : 'linearRampToValueAtTime';
if (curve === 'exponential') {
min = min === 0 ? 0.001 : min;
max = max === 0 ? 0.001 : max;
}
const range = max - min;
const sustainVal = min + sustain * range;
const duration = end - begin;
const envValAtTime = (time) => {
let val;
if (attack > time) {
val = time * getSlope(min, max, 0, attack) + min;
} else {
val = (time - attack) * getSlope(max, sustainVal, 0, decay) + max;
}
if (curve === 'exponential') {
val = val || 0.001;
}
return val;
};
param.setValueAtTime(min, begin);
if (attack > duration) {
//attack
param[ramp](envValAtTime(duration), end);
} else if (attack + decay > duration) {
//attack
param[ramp](envValAtTime(attack), begin + attack);
//decay
param[ramp](envValAtTime(duration), end);
} else {
//attack
param[ramp](envValAtTime(attack), begin + attack);
//decay
param[ramp](envValAtTime(attack + decay), begin + attack + decay);
//sustain
param.setValueAtTime(sustainVal, end);
}
//release
param[ramp](min, end + release);
};
function getModulationShapeInput(val) {
if (typeof val === 'number') {
return val % 5;
}
return { tri: 0, triangle: 0, sine: 1, ramp: 2, saw: 3, square: 4 }[val] ?? 0;
}
export function getEnvelope(audioContext, properties = {}) {
return getWorklet(audioContext, 'envelope-processor', properties);
}
export function getLfo(audioContext, properties = {}) {
const {
shape = 0,
begin = 0,
end = 0,
time,
depth = 1,
dcoffset = -0.5,
frequency = 1,
skew = 0.5,
phaseoffset = 0,
curve = 1,
min,
max,
...props
} = properties;
const lfoprops = {
begin,
end,
time: time ?? begin,
depth,
dcoffset,
frequency,
skew,
phaseoffset,
curve,
shape: getModulationShapeInput(shape),
min: min ?? dcoffset * depth,
max: max ?? dcoffset * depth + depth,
...props,
};
return getWorklet(audioContext, 'lfo-processor', lfoprops);
}
export function getCompressor(ac, threshold, ratio, knee, attack, release) {
const node = getNodeFromPool('compressor', () => new DynamicsCompressorNode(ac, {}));
const options = {
threshold: threshold ?? -3,
ratio: ratio ?? 10,
knee: knee ?? 10,
attack: attack ?? 0.005,
release: release ?? 0.05,
};
Object.entries(options).forEach(([key, value]) => {
node[key].value = value;
});
return node;
}
// changes the default values of the envelope based on what parameters the user has defined
// so it behaves more like you would expect/familiar as other synthesis tools
// ex: sound(val).decay(val) will behave as a decay only envelope. sound(val).attack(val).decay(val) will behave like an "ad" env, etc.
export const getADSRValues = (params, curve = 'linear', defaultValues) => {
const envmin = curve === 'exponential' ? 0.001 : 0.001;
const releaseMin = 0.01;
const envmax = 1;
const [a, d, s, r] = params;
if (a == null && d == null && s == null && r == null) {
return defaultValues ?? [envmin, envmin, envmax, releaseMin];
}
const sustain = s != null ? s : (a != null && d == null) || (a == null && d == null) ? envmax : envmin;
return [Math.max(a ?? 0, envmin), Math.max(d ?? 0, envmin), Math.min(sustain, envmax), Math.max(r ?? 0, releaseMin)];
};
export function getParamLfo(audioContext, param, start, end, lfoValues) {
let { defaultDepth = 1, depth, dcoffset, ...getLfoInputs } = lfoValues;
if (depth == null) {
const hasLFOParams = Object.values(getLfoInputs).some((v) => v != null);
depth = hasLFOParams ? defaultDepth : 0;
}
let lfo;
if (depth) {
lfo = getLfo(audioContext, {
begin: start,
end,
depth,
dcoffset,
...getLfoInputs,
});
lfo.connect(param);
}
return lfo;
}
// helper utility for applying standard modulators to a parameter
export function applyParameterModulators(audioContext, param, start, end, envelopeValues, lfoValues) {
let { amount, offset, defaultAmount = 1, curve = 'linear', values, holdEnd, defaultValues } = envelopeValues;
if (amount == null) {
const hasADSRParams = values.some((p) => p != null);
amount = hasADSRParams ? defaultAmount : 0;
}
const min = offset ?? 0;
const max = amount + min;
const diff = Math.abs(max - min);
if (diff) {
const [attack, decay, sustain, release] = getADSRValues(values, curve, defaultValues);
getParamADSR(param, attack, decay, sustain, release, min, max, start, holdEnd, curve);
}
const lfo = getParamLfo(audioContext, param, start, end, lfoValues);
return lfo;
}
export function createFilter(context, start, end, params, cps, cycle) {
let {
frequency,
anchor,
env,
type,
model,
q = 1,
drive = 0.69,
depth,
depthfrequency,
dcoffset = -0.5,
skew,
shape,
rate,
sync,
} = params;
let frequencyParam, filter;
if (model === 'ladder') {
filter = getWorklet(context, 'ladder-processor', { frequency, q, drive });
frequencyParam = filter.parameters.get('frequency');
} else {
const factory = () => context.createBiquadFilter();
filter = getNodeFromPool('filter', factory);
filter.type = type;
Object.entries({ Q: q, frequency }).forEach(([key, value]) => {
filter[key].value = value;
});
frequencyParam = filter.frequency;
}
const envelopeValues = [params.attack, params.decay, params.sustain, params.release];
const [attack, decay, sustain, release] = getADSRValues(envelopeValues, 'exponential', [0.005, 0.14, 0, 0.1]);
// envelope is active when any of these values is set
const hasEnvelope = [...envelopeValues, env].some((v) => v !== undefined);
// Apply ADSR to filter frequency
if (hasEnvelope) {
env = nanFallback(env, 1, true);
anchor = nanFallback(anchor, 0, true);
const envAbs = Math.abs(env);
const offset = envAbs * anchor;
let min = clamp(2 ** -offset * frequency, 0, 20000);
let max = clamp(2 ** (envAbs - offset) * frequency, 0, 20000);
if (env < 0) [min, max] = [max, min];
getParamADSR(frequencyParam, attack, decay, sustain, release, min, max, start, end, 'exponential');
}
if (sync != null) {
rate = cps * sync;
}
const hasLFO = [depth, depthfrequency, skew, shape, rate].some((v) => v !== undefined);
let lfo;
if (hasLFO) {
depth = depth ?? 1;
const time = cycle / cps;
const modDepth = depthfrequency ?? (depth ?? 1) * frequency;
const lfoValues = {
depth: modDepth,
dcoffset,
skew,
shape,
frequency: rate ?? cps,
min: -frequency + 30,
max: 20000 - frequency,
time,
curve: 1,
};
lfo = getParamLfo(context, frequencyParam, start, end, lfoValues);
}
return { filter, lfo };
}
// stays 1 until .5, then fades out
let wetfade = (d) => (d < 0.5 ? 1 : 1 - (d - 0.5) / 0.5);
// mix together dry and wet nodes. 0 = only dry 1 = only wet
// still not too sure about how this could be used more generally...
export function drywet(dry, wet, wetAmount = 0) {
const ac = getAudioContext();
if (!wetAmount) {
return dry;
}
let dry_gain = ac.createGain();
let wet_gain = ac.createGain();
dry.connect(dry_gain);
wet.connect(wet_gain);
dry_gain.gain.value = wetfade(wetAmount);
wet_gain.gain.value = wetfade(1 - wetAmount);
let mix = ac.createGain();
dry_gain.connect(mix);
wet_gain.connect(mix);
return {
node: mix,
teardown: () => {
releaseAudioNode(dry_gain);
releaseAudioNode(wet_gain);
// it is not the responsability of drywet
// to call `releaseAudioNode` on
// the 2 external args dry and wet
dry.disconnect(dry_gain);
wet.disconnect(wet_gain);
},
};
}
let curves = ['linear', 'exponential'];
export function getPitchEnvelope(param, value, t, holdEnd) {
// envelope is active when any of these values is set
const hasEnvelope = value.pattack ?? value.pdecay ?? value.psustain ?? value.prelease ?? value.penv;
if (hasEnvelope === undefined) {
return;
}
const penv = nanFallback(value.penv, 1, true);
const curve = curves[value.pcurve ?? 0];
let [pattack, pdecay, psustain, prelease] = getADSRValues(
[value.pattack, value.pdecay, value.psustain, value.prelease],
curve,
[0.2, 0.001, 1, 0.001],
);
let panchor = value.panchor ?? psustain;
const cents = penv * 100; // penv is in semitones
const min = 0 - cents * panchor;
const max = cents - cents * panchor;
getParamADSR(param, pattack, pdecay, psustain, prelease, min, max, t, holdEnd, curve);
}
export function getVibratoOscillator(param, value, t) {
const { vibmod = 0.5, vib } = value;
let vibratoOscillator;
if (vib > 0) {
vibratoOscillator = getAudioContext().createOscillator();
vibratoOscillator.frequency.value = vib;
const gain = getAudioContext().createGain();
// Vibmod is the amount of vibrato, in semitones
gain.gain.value = vibmod * 100;
vibratoOscillator.connect(gain);
gain.connect(param);
onceEnded(vibratoOscillator, () => {
releaseAudioNode(gain);
releaseAudioNode(vibratoOscillator);
});
vibratoOscillator.start(t);
return { stop: (t) => vibratoOscillator.stop(t), nodes: { vib: [vibratoOscillator], vib_gain: [gain] } };
}
}
export function scheduleAtTime(callback, targetTime, audioContext = getAudioContext()) {
const currentTime = audioContext.currentTime;
webAudioTimeout(audioContext, callback, currentTime, targetTime);
}
// ConstantSource inherits AudioScheduledSourceNode, which has scheduling abilities
// a bit of a hack, but it works very well :)
export function webAudioTimeout(audioContext, onComplete, startTime, stopTime) {
const constantNode = new ConstantSourceNode(audioContext);
// Certain browsers requires audio nodes to be connected in order for their onended events
// to fire, so we _mute it_ and then connect it to the destination
const zeroGain = gainNode(0);
zeroGain.connect(audioContext.destination);
constantNode.connect(zeroGain);
// Schedule the `onComplete` callback to occur at `stopTime`
onceEnded(constantNode, () => {
releaseAudioNode(zeroGain);
releaseAudioNode(constantNode);
onComplete();
});
constantNode.start(startTime);
constantNode.stop(stopTime);
return constantNode;
}
const mod = (freq, type = 'sine') => {
const ctx = getAudioContext();
let osc;
if (noises.includes(type)) {
osc = ctx.createBufferSource();
osc.buffer = getNoiseBuffer(type, 2);
osc.loop = true;
} else {
osc = ctx.createOscillator();
osc.type = type;
osc.frequency.value = freq;
}
osc.start();
return osc;
};
const fm = (frequencyparam, harmonicityRatio, wave = 'sine') => {
const carrfreq = frequencyparam.value;
const modfreq = carrfreq * harmonicityRatio;
return { osc: mod(modfreq, wave), freq: modfreq };
};
export function applyFM(param, value, begin) {
const ac = getAudioContext();
const toStop = []; // fm oscillators we will expose `stop` for
const fms = {};
const nodes = {};
// Matrix
for (let i = 1; i <= 8; i++) {
for (let j = 0; j <= 8; j++) {
let control;
if (i === j + 1) {
// Standard fm3 -> fm2 -> fm1 -> param usage
const iS = i === 1 ? '' : i;
control = `fmi${iS}`;
} else {
control = `fmi${i}${j}`;
}
const amt = value[control];
if (!amt) continue;
let io = [];
for (let [isMod, idx] of [
[true, i], // source
[false, j], // target
]) {
if (idx === 0) {
io.push(param);
continue;
}
if (!fms[idx]) {
const idxS = idx === 1 ? '' : idx;
const { osc, freq } = fm(param, value[`fmh${idxS}`] ?? 1, value[`fmwave${idxS}`] ?? 'sine');
toStop.push(osc);
const toCleanup = [osc]; // nodes we want to cleanup after oscillator `stop`
const adsr = ['attack', 'decay', 'sustain', 'release'].map((s) => value[`fm${s}${idxS}`]);
let output = osc;
if (adsr.some((v) => v !== undefined)) {
const envGain = ac.createGain();
const [attack, decay, sustain, release] = getADSRValues(adsr);
const holdEnd = begin + value.duration;
const fmEnvelopeType = value[`fmenv${idxS}`] ?? 'exp';
getParamADSR(
envGain.gain,
attack,
decay,
sustain,
release,
0,
1,
begin,
holdEnd,
fmEnvelopeType === 'exp' ? 'exponential' : 'linear',
);
toCleanup.push(envGain);
output = osc.connect(envGain);
}
fms[idx] = { input: osc.frequency, output, freq, osc, toCleanup };
nodes[`fm_${idx}`] = [osc];
}
const { input, output, freq, osc, toCleanup } = fms[idx];
const gAmt = gainNode(amt);
const gFreq = gainNode(freq);
io.push(isMod ? output.connect(gAmt).connect(gFreq) : input);
cleanupOnEnd(osc, [...toCleanup, gAmt, gFreq]);
nodes[`fm_${idx}_gain`] = [gAmt];
}
if (!io[1]) {
logger(
`[superdough] control ${control} failed to connect FM ${i} to target ${j} due to missing frequency parameter (likely because fm${j} is noise)`,
'warning',
);
continue;
}
io[0].connect(io[1]);
}
}
return {
nodes,
stop: (t) => toStop.forEach((m) => m?.stop(t)),
};
}
// Saturation curves
const __squash = (x) => x / (1 + x); // [0, inf) to [0, 1)
const _mod = (n, m) => ((n % m) + m) % m;
const _scurve = (x, k) => ((1 + k) * x) / (1 + k * Math.abs(x));
const _soft = (x, k) => Math.tanh(x * (1 + k));
const _hard = (x, k) => clamp((1 + k) * x, -1, 1);
const _fold = (x, k) => {
// Closed form folding for audio rate
let y = (1 + 0.5 * k) * x;
const window = _mod(y + 1, 4);
return 1 - Math.abs(window - 2);
};
const _sineFold = (x, k) => Math.sin((Math.PI / 2) * _fold(x, k));
const _cubic = (x, k) => {
const t = __squash(Math.log1p(k));
const cubic = (x - (t / 3) * x * x * x) / (1 - t / 3); // normalized to go from (-1, 1)
return _soft(cubic, k);
};
const _diode = (x, k, asym = false) => {
const g = 1 + 2 * k; // gain
const t = __squash(Math.log1p(k));
const bias = 0.07 * t;
const pos = _soft(x + bias, 2 * k);
const neg = _soft(asym ? bias : -x + bias, 2 * k);
const y = pos - neg;
// We divide by the derivative at 0 so that the distortion is roughly
// the identity map near 0 => small values are preserved and undistorted
const sech = 1 / Math.cosh(g * bias);
const sech2 = sech * sech; // derivative of soft (i.e. tanh) is sech^2
const denom = Math.max(1e-8, (asym ? 1 : 2) * g * sech2); // g from chain rule; 2 if both pos/neg have x
return _soft(y / denom, k);
};
const _asym = (x, k) => _diode(x, k, true);
const _chebyshev = (x, k) => {
const kl = 10 * Math.log1p(k);
let tnm1 = 1;
let tnm2 = x;
let tn;
let y = 0;
for (let i = 1; i < 64; i++) {
if (i < 2) {
// Already set inital conditions
y += i == 0 ? tnm1 : tnm2;
continue;
}
tn = 2 * x * tnm1 - tnm2; // https://en.wikipedia.org/wiki/Chebyshev_polynomials#Recurrence_definition
tnm2 = tnm1;
tnm1 = tn;
if (i % 2 === 0) {
y += Math.min((1.3 * kl) / i, 2) * tn;
}
}
// Soft clip
return _soft(y, kl / 20);
};
export const distortionAlgorithms = {
scurve: _scurve,
soft: _soft,
hard: _hard,
cubic: _cubic,
diode: _diode,
asym: _asym,
fold: _fold,
sinefold: _sineFold,
chebyshev: _chebyshev,
};
const _algoNames = Object.freeze(Object.keys(distortionAlgorithms));
export const getDistortionAlgorithm = (algo) => {
let index = algo;
if (typeof algo === 'string') {
index = _algoNames.indexOf(algo);
if (index === -1) {
logger(`[superdough] Could not find waveshaping algorithm ${algo}.
Available options are ${_algoNames.join(', ')}.
Defaulting to ${_algoNames[0]}.`);
index = 0;
}
}
const name = _algoNames[index % _algoNames.length]; // allow for wrapping if algo was a number
return distortionAlgorithms[name];
};
export const getDistortion = (distort, postgain, algorithm) => {
return getWorklet(getAudioContext(), 'distort-processor', { distort, postgain }, { processorOptions: { algorithm } });
};
export const getFrequencyFromValue = (value, defaultNote = 36) => {
let { note, freq, octave = 0 } = value;
note = note || defaultNote;
if (typeof note === 'string') {
note = noteToMidi(note); // e.g. c3 => 48
}
// get frequency
if (!freq && typeof note === 'number') {
freq = midiToFreq(note); // + 48);
}
freq *= Math.pow(2, octave);
return Number(freq);
};
// This helper should be used instead of the `node.onended = callback` pattern
// It adds a mechanism to help minimize gc retention
export const onceEnded = (node, callback) => {
const onended = callback;
node.onended = function cleanup() {
onended && onended();
this.onended = null;
};
};
export const releaseAudioNode = (node) => {
if (node == null) return;
// check we received an AudioNode
if (!(node instanceof AudioNode)) {
throw new Error('releaseAudioNode can only release an AudioNode');
}
// https://developer.mozilla.org/en-US/docs/Web/API/AudioNode/disconnect
node.disconnect();
// make sure all AudioScheduledSourceNodes are in a stopped state
// https://developer.mozilla.org/en-US/docs/Web/API/AudioScheduledSourceNode
if (node instanceof AudioScheduledSourceNode) {
if (process.env.NODE_ENV === 'development' && node.onended && node.onended.name !== 'cleanup') {
logger(
`[superdough] Deprecation warning: it seems your code path is setting 'node.onended = callback' instead of using the onceEnded helper`,
);
}
try {
node.stop();
} catch (e) {
// At the stage, `start` was not called on the node
// but an `onended` callback releasing resources may exist
// and we want it to fire :
// - we force a start/stop cycle so that `onended` gets called
// - we `lock` the node so that no-one can start it
node.start(node.context.currentTime + 5); // will never happen
node.stop();
}
}
// https://www.w3.org/TR/webaudio-1.1/#AudioNode-actively-processing
// An AudioWorkletNode is actively processing when its AudioWorkletProcessor's [[callable process]]
// returns true and either its active source flag is true or
// any AudioNode connected to one of its inputs is actively processing.
if (node instanceof AudioWorkletNode) {
// while `end` is not native to the web audio API, it is common practice in superdough
// to use that param in the worklets to trigger returning false from the processor
node.parameters.get('end')?.setValueAtTime(0, 0);
}
};
// Once the `anchor` node has ended, release all nodes in `toCleanup`
export const cleanupOnEnd = (anchor, toCleanup) => {
onceEnded(anchor, () => toCleanup.forEach((n) => releaseAudioNode(n)));
};