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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 { MidiClass } from "../core/type/Midi.js"; import { deepMerge, omitFromObject, optionsFromArguments, } from "../core/util/Defaults.js"; import { isArray, isNumber } from "../core/util/TypeCheck.js"; import { Instrument } from "./Instrument.js"; import { Monophonic } from "./Monophonic.js"; import { Synth } from "./Synth.js"; import { assert, warn } from "../core/util/Debug.js"; /** * PolySynth handles voice creation and allocation for any * instruments passed in as the second parameter. PolySynth is * not a synthesizer by itself, it merely manages voices of * one of the other types of synths, allowing any of the * monophonic synthesizers to be polyphonic. * * @example * const synth = new Tone.PolySynth().toDestination(); * // set the attributes across all the voices using 'set' * synth.set({ detune: -1200 }); * // play a chord * synth.triggerAttackRelease(["C4", "E4", "A4"], 1); * @category Instrument */ export class PolySynth extends Instrument { constructor() { const options = optionsFromArguments(PolySynth.getDefaults(), arguments, ["voice", "options"]); super(options); this.name = "PolySynth"; /** * The voices which are not currently in use */ this._availableVoices = []; /** * The currently active voices */ this._activeVoices = []; /** * All of the allocated voices for this synth. */ this._voices = []; /** * The GC timeout. Held so that it could be cancelled when the node is disposed. */ this._gcTimeout = -1; /** * A moving average of the number of active voices */ this._averageActiveVoices = 0; /** * The release which is scheduled to the timeline. */ this._syncedRelease = (time) => this.releaseAll(time); // check against the old API (pre 14.3.0) assert(!isNumber(options.voice), "DEPRECATED: The polyphony count is no longer the first argument."); const defaults = options.voice.getDefaults(); this.options = Object.assign(defaults, options.options); this.voice = options.voice; this.maxPolyphony = options.maxPolyphony; // create the first voice this._dummyVoice = this._getNextAvailableVoice(); // remove it from the voices list const index = this._voices.indexOf(this._dummyVoice); this._voices.splice(index, 1); // kick off the GC interval this._gcTimeout = this.context.setInterval(this._collectGarbage.bind(this), 1); } static getDefaults() { return Object.assign(Instrument.getDefaults(), { maxPolyphony: 32, options: {}, voice: Synth, }); } /** * The number of active voices. */ get activeVoices() { return this._activeVoices.length; } /** * Invoked when the source is done making sound, so that it can be * readded to the pool of available voices */ _makeVoiceAvailable(voice) { this._availableVoices.push(voice); // remove the midi note from 'active voices' const activeVoiceIndex = this._activeVoices.findIndex((e) => e.voice === voice); this._activeVoices.splice(activeVoiceIndex, 1); } /** * Get an available voice from the pool of available voices. * If one is not available and the maxPolyphony limit is reached, * steal a voice, otherwise return null. */ _getNextAvailableVoice() { // if there are available voices, return the first one if (this._availableVoices.length) { return this._availableVoices.shift(); } else if (this._voices.length < this.maxPolyphony) { // otherwise if there is still more maxPolyphony, make a new voice const voice = new this.voice(Object.assign(this.options, { context: this.context, onsilence: this._makeVoiceAvailable.bind(this), })); assert(voice instanceof Monophonic, "Voice must extend Monophonic class"); voice.connect(this.output); this._voices.push(voice); return voice; } else { warn("Max polyphony exceeded. Note dropped."); } } /** * Occasionally check if there are any allocated voices which can be cleaned up. */ _collectGarbage() { this._averageActiveVoices = Math.max(this._averageActiveVoices * 0.95, this.activeVoices); if (this._availableVoices.length && this._voices.length > Math.ceil(this._averageActiveVoices + 1)) { // take off an available note const firstAvail = this._availableVoices.shift(); const index = this._voices.indexOf(firstAvail); this._voices.splice(index, 1); if (!this.context.isOffline) { firstAvail.dispose(); } } } /** * Internal method which triggers the attack */ _triggerAttack(notes, time, velocity) { notes.forEach((note) => { const midiNote = new MidiClass(this.context, note).toMidi(); const voice = this._getNextAvailableVoice(); if (voice) { voice.triggerAttack(note, time, velocity); this._activeVoices.push({ midi: midiNote, voice, released: false, }); this.log("triggerAttack", note, time); } }); } /** * Internal method which triggers the release */ _triggerRelease(notes, time) { notes.forEach((note) => { const midiNote = new MidiClass(this.context, note).toMidi(); const event = this._activeVoices.find(({ midi, released }) => midi === midiNote && !released); if (event) { // trigger release on that note event.voice.triggerRelease(time); // mark it as released event.released = true; this.log("triggerRelease", note, time); } }); } /** * Schedule the attack/release events. If the time is in the future, then it should set a timeout * to wait for just-in-time scheduling */ _scheduleEvent(type, notes, time, velocity) { assert(!this.disposed, "Synth was already disposed"); // if the notes are greater than this amount of time in the future, they should be scheduled with setTimeout if (time <= this.now()) { // do it immediately if (type === "attack") { this._triggerAttack(notes, time, velocity); } else { this._triggerRelease(notes, time); } } else { // schedule it to start in the future this.context.setTimeout(() => { if (!this.disposed) { this._scheduleEvent(type, notes, time, velocity); } }, time - this.now()); } } /** * Trigger the attack portion of the note * @param notes The notes to play. Accepts a single Frequency or an array of frequencies. * @param time The start time of the note. * @param velocity The velocity of the note. * @example * const synth = new Tone.PolySynth(Tone.FMSynth).toDestination(); * // trigger a chord immediately with a velocity of 0.2 * synth.triggerAttack(["Ab3", "C4", "F5"], Tone.now(), 0.2); */ triggerAttack(notes, time, velocity) { if (!Array.isArray(notes)) { notes = [notes]; } const computedTime = this.toSeconds(time); this._scheduleEvent("attack", notes, computedTime, velocity); return this; } /** * Trigger the release of the note. Unlike monophonic instruments, * a note (or array of notes) needs to be passed in as the first argument. * @param notes The notes to play. Accepts a single Frequency or an array of frequencies. * @param time When the release will be triggered. * @example * const poly = new Tone.PolySynth(Tone.AMSynth).toDestination(); * poly.triggerAttack(["Ab3", "C4", "F5"]); * // trigger the release of the given notes. * poly.triggerRelease(["Ab3", "C4"], "+1"); * poly.triggerRelease("F5", "+3"); */ triggerRelease(notes, time) { if (!Array.isArray(notes)) { notes = [notes]; } const computedTime = this.toSeconds(time); this._scheduleEvent("release", notes, computedTime); return this; } /** * Trigger the attack and release after the specified duration * @param notes The notes to play. Accepts a single Frequency or an array of frequencies. * @param duration the duration of the note * @param time if no time is given, defaults to now * @param velocity the velocity of the attack (0-1) * @example * const poly = new Tone.PolySynth(Tone.AMSynth).toDestination(); * // can pass in an array of durations as well * poly.triggerAttackRelease(["Eb3", "G4", "Bb4", "D5"], [4, 3, 2, 1]); */ triggerAttackRelease(notes, duration, time, velocity) { const computedTime = this.toSeconds(time); this.triggerAttack(notes, computedTime, velocity); if (isArray(duration)) { assert(isArray(notes), "If the duration is an array, the notes must also be an array"); notes = notes; for (let i = 0; i < notes.length; i++) { const d = duration[Math.min(i, duration.length - 1)]; const durationSeconds = this.toSeconds(d); assert(durationSeconds > 0, "The duration must be greater than 0"); this.triggerRelease(notes[i], computedTime + durationSeconds); } } else { const durationSeconds = this.toSeconds(duration); assert(durationSeconds > 0, "The duration must be greater than 0"); this.triggerRelease(notes, computedTime + durationSeconds); } return this; } sync() { if (this._syncState()) { this._syncMethod("triggerAttack", 1); this._syncMethod("triggerRelease", 1); // make sure that the sound doesn't play after its been stopped this.context.transport.on("stop", this._syncedRelease); this.context.transport.on("pause", this._syncedRelease); this.context.transport.on("loopEnd", this._syncedRelease); } return this; } /** * Set a member/attribute of the voices * @example * const poly = new Tone.PolySynth().toDestination(); * // set all of the voices using an options object for the synth type * poly.set({ * envelope: { * attack: 0.25 * } * }); * poly.triggerAttackRelease("Bb3", 0.2); */ set(options) { // remove options which are controlled by the PolySynth const sanitizedOptions = omitFromObject(options, [ "onsilence", "context", ]); // store all of the options this.options = deepMerge(this.options, sanitizedOptions); this._voices.forEach((voice) => voice.set(sanitizedOptions)); this._dummyVoice.set(sanitizedOptions); return this; } get() { return this._dummyVoice.get(); } /** * Trigger the release portion of all the currently active voices immediately. * Useful for silencing the synth. */ releaseAll(time) { const computedTime = this.toSeconds(time); this._activeVoices.forEach(({ voice }) => { voice.triggerRelease(computedTime); }); return this; } dispose() { super.dispose(); this._dummyVoice.dispose(); this._voices.forEach((v) => v.dispose()); this._activeVoices = []; this._availableVoices = []; this.context.clearInterval(this._gcTimeout); return this; } } //# sourceMappingURL=PolySynth.js.map