webpd
Version:
WebPd is a compiler for audio programming language Pure Data allowing to run .pd patches on web pages.
83 lines (80 loc) • 3.67 kB
JavaScript
import { WaveFile } from '../../../node_modules/wavefile/index.js';
import { getArtefact } from '../helpers.js';
import { createEngine as createEngine$1 } from '../../../node_modules/@webpd/compiler/dist/src/engine-assemblyscript/run/index.js';
import { createEngine as createEngine$2 } from '../../../node_modules/@webpd/compiler/dist/src/engine-javascript/run/index.js';
import { getFloatArrayType } from '../../../node_modules/@webpd/compiler/dist/src/run/run-helpers.js';
/*
* Copyright (c) 2022-2023 Sébastien Piquemal <sebpiq@protonmail.com>, Chris McCormick.
*
* This file is part of WebPd
* (see https://github.com/sebpiq/WebPd).
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
const renderWav = async (durationSeconds, artefacts, audioSettings) => {
let target = 'assemblyscript';
if (!artefacts.wasm && !artefacts.javascript) {
throw new Error(`Need compiled wasm or compiled js to render wav`);
}
if (!artefacts.wasm) {
target = 'javascript';
}
const engine = await createEngine(artefacts, target);
const audioData = await renderAudioData(engine, durationSeconds, audioSettings);
return audioDataToWav(audioData, audioSettings.sampleRate);
};
const audioDataToWav = (audioData, sampleRate) => {
const channelCount = audioData.length;
let wav = new WaveFile();
wav.fromScratch(channelCount, sampleRate, '32f', audioData.map((channelData) => channelData.map((v) => v)));
return wav.toBuffer();
};
const createEngine = async (artefacts, target) => {
switch (target) {
case 'javascript':
return createEngine$2(getArtefact(artefacts, 'javascript'));
case 'assemblyscript':
return createEngine$1(getArtefact(artefacts, 'wasm'));
}
};
const renderAudioData = (engine, durationSeconds, audioSettings) => {
const { channelCount, sampleRate, blockSize } = audioSettings;
const durationSamples = Math.round(durationSeconds * sampleRate);
const blockInput = _makeBlock('in', audioSettings);
const blockOutput = _makeBlock('out', audioSettings);
const output = _makeBlock('out', audioSettings, durationSamples);
engine.initialize(sampleRate, blockSize);
let frame = 0;
while (frame < durationSamples) {
engine.dspLoop(blockInput, blockOutput);
for (let channel = 0; channel < channelCount.out; channel++) {
output[channel].set(blockOutput[channel].slice(0, Math.min(blockSize, durationSamples - frame)), frame);
}
frame += blockSize;
}
return output;
};
const _makeBlock = (inOrOut, audioSettings, blockSize) => {
const { channelCount, blockSize: defaultBlockSize, bitDepth, } = audioSettings;
if (blockSize === undefined) {
blockSize = defaultBlockSize;
}
const floatArrayType = getFloatArrayType(bitDepth);
const block = [];
for (let channel = 0; channel < channelCount[inOrOut]; channel++) {
block.push(new floatArrayType(Math.round(blockSize)));
}
return block;
};
export { renderWav };