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tone

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A Web Audio framework for making interactive music in the browser.

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import * as tslib_1 from "tslib"; import { ToneAudioBuffer } from "../core/context/ToneAudioBuffer"; import { optionsFromArguments } from "../core/util/Defaults"; import { assert } from "../core/util/Debug"; import { Source } from "../source/Source"; import { ToneBufferSource } from "./buffer/ToneBufferSource"; /** * Noise is a noise generator. It uses looped noise buffers to save on performance. * Noise supports the noise types: "pink", "white", and "brown". Read more about * colors of noise on [Wikipedia](https://en.wikipedia.org/wiki/Colors_of_noise). * * @example * import { AutoFilter, Noise } from "tone"; * // initialize the noise and start * const noise = new Noise("pink").start(); * // make an autofilter to shape the noise * const autoFilter = new AutoFilter({ * frequency: "8n", * baseFrequency: 200, * octaves: 8 * }).toDestination().start(); * // connect the noise * noise.connect(autoFilter); * // start the autofilter LFO * autoFilter.start(); * @category Source */ var Noise = /** @class */ (function (_super) { tslib_1.__extends(Noise, _super); function Noise() { var _this = _super.call(this, optionsFromArguments(Noise.getDefaults(), arguments, ["type"])) || this; _this.name = "Noise"; /** * Private reference to the source */ _this._source = null; var options = optionsFromArguments(Noise.getDefaults(), arguments, ["type"]); _this._playbackRate = options.playbackRate; _this.type = options.type; _this._fadeIn = options.fadeIn; _this._fadeOut = options.fadeOut; return _this; } Noise.getDefaults = function () { return Object.assign(Source.getDefaults(), { fadeIn: 0, fadeOut: 0, playbackRate: 1, type: "white", }); }; Object.defineProperty(Noise.prototype, "type", { /** * The type of the noise. Can be "white", "brown", or "pink". * @example * import { Noise } from "tone"; * const noise = new Noise().toDestination().start(); * noise.type = "brown"; */ get: function () { return this._type; }, set: function (type) { assert(type in _noiseBuffers, "Noise: invalid type: " + type); if (this._type !== type) { this._type = type; // if it's playing, stop and restart it if (this.state === "started") { var now = this.now(); this._stop(now); this._start(now); } } }, enumerable: true, configurable: true }); Object.defineProperty(Noise.prototype, "playbackRate", { /** * The playback rate of the noise. Affects * the "frequency" of the noise. */ get: function () { return this._playbackRate; }, set: function (rate) { this._playbackRate = rate; if (this._source) { this._source.playbackRate.value = rate; } }, enumerable: true, configurable: true }); /** * internal start method */ Noise.prototype._start = function (time) { var _this = this; var buffer = _noiseBuffers[this._type]; this._source = new ToneBufferSource({ url: buffer, context: this.context, fadeIn: this._fadeIn, fadeOut: this._fadeOut, loop: true, onended: function () { return _this.onstop(_this); }, playbackRate: this._playbackRate, }).connect(this.output); this._source.start(this.toSeconds(time), Math.random() * (buffer.duration - 0.001)); }; /** * internal stop method */ Noise.prototype._stop = function (time) { if (this._source) { this._source.stop(this.toSeconds(time)); this._source = null; } }; Object.defineProperty(Noise.prototype, "fadeIn", { /** * The fadeIn time of the amplitude envelope. */ get: function () { return this._fadeIn; }, set: function (time) { this._fadeIn = time; if (this._source) { this._source.fadeIn = this._fadeIn; } }, enumerable: true, configurable: true }); Object.defineProperty(Noise.prototype, "fadeOut", { /** * The fadeOut time of the amplitude envelope. */ get: function () { return this._fadeOut; }, set: function (time) { this._fadeOut = time; if (this._source) { this._source.fadeOut = this._fadeOut; } }, enumerable: true, configurable: true }); Noise.prototype._restart = function (time) { // TODO could be optimized by cancelling the buffer source 'stop' this._stop(time); this._start(time); }; /** * Clean up. */ Noise.prototype.dispose = function () { _super.prototype.dispose.call(this); if (this._source) { this._source.disconnect(); } return this; }; return Noise; }(Source)); export { Noise }; //-------------------- // THE NOISE BUFFERS //-------------------- // Noise buffer stats var BUFFER_LENGTH = 44100 * 5; var NUM_CHANNELS = 2; /** * Cache the noise buffers */ var _noiseCache = { brown: null, pink: null, white: null, }; /** * The noise arrays. Generated on initialization. * borrowed heavily from https://github.com/zacharydenton/noise.js * (c) 2013 Zach Denton (MIT) */ var _noiseBuffers = { get brown() { if (!_noiseCache.brown) { var buffer = []; for (var channelNum = 0; channelNum < NUM_CHANNELS; channelNum++) { var channel = new Float32Array(BUFFER_LENGTH); buffer[channelNum] = channel; var lastOut = 0.0; for (var i = 0; i < BUFFER_LENGTH; i++) { var white = Math.random() * 2 - 1; channel[i] = (lastOut + (0.02 * white)) / 1.02; lastOut = channel[i]; channel[i] *= 3.5; // (roughly) compensate for gain } } _noiseCache.brown = new ToneAudioBuffer().fromArray(buffer); } return _noiseCache.brown; }, get pink() { if (!_noiseCache.pink) { var buffer = []; for (var channelNum = 0; channelNum < NUM_CHANNELS; channelNum++) { var channel = new Float32Array(BUFFER_LENGTH); buffer[channelNum] = channel; var b0 = void 0, b1 = void 0, b2 = void 0, b3 = void 0, b4 = void 0, b5 = void 0, b6 = void 0; b0 = b1 = b2 = b3 = b4 = b5 = b6 = 0.0; for (var i = 0; i < BUFFER_LENGTH; i++) { var white = Math.random() * 2 - 1; b0 = 0.99886 * b0 + white * 0.0555179; b1 = 0.99332 * b1 + white * 0.0750759; b2 = 0.96900 * b2 + white * 0.1538520; b3 = 0.86650 * b3 + white * 0.3104856; b4 = 0.55000 * b4 + white * 0.5329522; b5 = -0.7616 * b5 - white * 0.0168980; channel[i] = b0 + b1 + b2 + b3 + b4 + b5 + b6 + white * 0.5362; channel[i] *= 0.11; // (roughly) compensate for gain b6 = white * 0.115926; } } _noiseCache.pink = new ToneAudioBuffer().fromArray(buffer); } return _noiseCache.pink; }, get white() { if (!_noiseCache.white) { var buffer = []; for (var channelNum = 0; channelNum < NUM_CHANNELS; channelNum++) { var channel = new Float32Array(BUFFER_LENGTH); buffer[channelNum] = channel; for (var i = 0; i < BUFFER_LENGTH; i++) { channel[i] = Math.random() * 2 - 1; } } _noiseCache.white = new ToneAudioBuffer().fromArray(buffer); } return _noiseCache.white; }, }; //# sourceMappingURL=Noise.js.map