p5.Envelope: An Envelope is a series
* of fades over time. Often used to control an object's
* output gain level as an "ADSR Envelope" (Attack, Decay,
* Sustain, Release). Can also modulate other parameters.
*
p5.Delay: A delay effect with
* parameters for feedback, delayTime, and lowpass filter.
*
p5.Filter: Filter the frequency range of a
* sound.
*
*
p5.Reverb: Add reverb to a sound by specifying
* duration and decay.
userStartAudio: Enable audio in a
* browser- and user-friendly way.
*
p5.sound is on GitHub.
* Download the latest version
* here.
*
* @module p5.sound
* @submodule p5.sound
* @for p5.sound
* @main
*/
/**
* p5.sound
* https://p5js.org/reference/#/libraries/p5.sound
*
* From the Processing Foundation and contributors
* https://github.com/processing/p5.js-sound/graphs/contributors
*
* MIT License (MIT)
* https://github.com/processing/p5.js-sound/blob/master/LICENSE
*
* Some of the many audio libraries & resources that inspire p5.sound:
* - TONE.js (c) Yotam Mann. Licensed under The MIT License (MIT). https://github.com/TONEnoTONE/Tone.js
* - buzz.js (c) Jay Salvat. Licensed under The MIT License (MIT). http://buzz.jaysalvat.com/
* - Boris Smus Web Audio API book, 2013. Licensed under the Apache License http://www.apache.org/licenses/LICENSE-2.0
* - wavesurfer.js https://github.com/katspaugh/wavesurfer.js
* - Web Audio Components by Jordan Santell https://github.com/web-audio-components
* - Wilm Thoben's Sound library for Processing https://github.com/processing/processing/tree/master/java/libraries/sound
*
* Web Audio API: http://w3.org/TR/webaudio/
*/
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var installedModules = {};
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i: moduleId,
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exports: {}
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Object.defineProperty(exports, name, { enumerable: true, get: getter });
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([
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_RESULT__ = (function(){"use strict";function a(t,e){this.isUndef(t)||1===t?this.input=this.context.createGain():1Scale the output of all sound in this sketch
* Scaled between 0.0 (silence) and 1.0 (full volume).
* 1.0 is the maximum amplitude of a digital sound, so multiplying
* by greater than 1.0 may cause digital distortion. To
* fade, provide a rampTime parameter. For more
* complex fades, see the Envelope class.
*
* Alternately, you can pass in a signal source such as an
* oscillator to modulate the amplitude with an audio signal.
*
*
How This Works: When you load the p5.sound module, it
* creates a single instance of p5sound. All sound objects in this
* module output to p5sound before reaching your computer's output.
* So if you change the amplitude of p5sound, it impacts all of the
* sound in this module.
*
*
If no value is provided, returns a Web Audio API Gain Node
*
* @method masterVolume
* @param {Number|Object} volume Volume (amplitude) between 0.0
* and 1.0 or modulating signal/oscillator
* @param {Number} [rampTime] Fade for t seconds
* @param {Number} [timeFromNow] Schedule this event to happen at
* t seconds in the future
*/
p5.prototype.masterVolume = function (vol, rampTime, tFromNow) {
if (typeof vol === 'number') {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = p5sound.output.gain.value;
p5sound.output.gain.cancelScheduledValues(now + tFromNow);
p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
} else if (vol) {
vol.connect(p5sound.output.gain);
} else {
return p5sound.output.gain;
}
};
/**
* `p5.soundOut` is the p5.sound master output. It sends output to
* the destination of this window's web audio context. It contains
* Web Audio API nodes including a dyanmicsCompressor (.limiter),
* and Gain Nodes for .input and .output.
*
* @property {Object} soundOut
*/
p5.prototype.soundOut = p5.soundOut = p5sound;
p5.soundOut._silentNode = p5sound.audiocontext.createGain();
p5.soundOut._silentNode.gain.value = 0;
p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);
return p5sound;
}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(5),__webpack_require__(8),__webpack_require__(22),__webpack_require__(9)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(n){"use strict";return n.Signal=function(){var t=this.optionsObject(arguments,["value","units"],n.Signal.defaults);this.output=this._gain=this.context.createGain(),t.param=this._gain.gain,n.Param.call(this,t),this.input=this._param=this._gain.gain,this.context.getConstant(1).chain(this._gain)},n.extend(n.Signal,n.Param),n.Signal.defaults={value:0,units:n.Type.Default,convert:!0},n.Signal.prototype.connect=n.SignalBase.prototype.connect,n.Signal.prototype.dispose=function(){return n.Param.prototype.dispose.call(this),this._param=null,this._gain.disconnect(),this._gain=null,this},n.Signal}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(2),__webpack_require__(9)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(i){"use strict";return i.Multiply=function(t){this.createInsOuts(2,0),this._mult=this.input[0]=this.output=new i.Gain,this._param=this.input[1]=this.output.gain,this._param.value=this.defaultArg(t,0)},i.extend(i.Multiply,i.Signal),i.Multiply.prototype.dispose=function(){return i.prototype.dispose.call(this),this._mult.dispose(),this._mult=null,this._param=null,this},i.Multiply}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var CrossFade = __webpack_require__(51);
/**
* Effect is a base class for audio effects in p5.
* This module handles the nodes and methods that are
* common and useful for current and future effects.
*
*
* This class is extended by p5.Distortion,
* p5.Compressor,
* p5.Delay,
* p5.Filter,
* p5.Reverb.
*
* @class p5.Effect
* @constructor
*
* @param {Object} [ac] Reference to the audio context of the p5 object
* @param {AudioNode} [input] Gain Node effect wrapper
* @param {AudioNode} [output] Gain Node effect wrapper
* @param {Object} [_drywet] Tone.JS CrossFade node (defaults to value: 1)
* @param {AudioNode} [wet] Effects that extend this class should connect
* to the wet signal to this gain node, so that dry and wet
* signals are mixed properly.
*/
p5.Effect = function () {
this.ac = p5sound.audiocontext;
this.input = this.ac.createGain();
this.output = this.ac.createGain();
/**
* The p5.Effect class is built
* using Tone.js CrossFade
* @private
*/
this._drywet = new CrossFade(1);
/**
* In classes that extend
* p5.Effect, connect effect nodes
* to the wet parameter
*/
this.wet = this.ac.createGain();
this.input.connect(this._drywet.a);
this.wet.connect(this._drywet.b);
this._drywet.connect(this.output);
this.connect();
p5sound.soundArray.push(this);
};
/**
* Set the output volume of the filter.
*
* @method amp
* @for p5.Effect
* @param {Number} [vol] amplitude between 0 and 1.0
* @param {Number} [rampTime] create a fade that lasts until rampTime
* @param {Number} [tFromNow] schedule this event to happen in tFromNow seconds
*/
p5.Effect.prototype.amp = function (vol, rampTime, tFromNow) {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow + .001);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime + .001);
};
/**
* Link effects together in a chain
* Example usage: filter.chain(reverb, delay, panner);
* May be used with an open-ended number of arguments
*
* @method chain
* @for p5.Effect
* @param {Object} [arguments] Chain together multiple sound objects
*/
p5.Effect.prototype.chain = function () {
if (arguments.length > 0) {
this.connect(arguments[0]);
for (var i = 1; i < arguments.length; i += 1) {
arguments[i - 1].connect(arguments[i]);
}
}
return this;
};
/**
* Adjust the dry/wet value.
*
* @method drywet
* @for p5.Effect
* @param {Number} [fade] The desired drywet value (0 - 1.0)
*/
p5.Effect.prototype.drywet = function (fade) {
if (typeof fade !== "undefined") {
this._drywet.fade.value = fade;
}
return this._drywet.fade.value;
};
/**
* Send output to a p5.js-sound, Web Audio Node, or use signal to
* control an AudioParam
*
* @method connect
* @for p5.Effect
* @param {Object} unit
*/
p5.Effect.prototype.connect = function (unit) {
var u = unit || p5.soundOut.input;
this.output.connect(u.input ? u.input : u);
};
/**
* Disconnect all output.
* @method disconnect
* @for p5.Effect
*/
p5.Effect.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
}
};
p5.Effect.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
if (this.input) {
this.input.disconnect();
delete this.input;
}
if (this.output) {
this.output.disconnect();
delete this.output;
}
if (this._drywet) {
this._drywet.disconnect();
delete this._drywet;
}
if (this.wet) {
this.wet.disconnect();
delete this.wet;
}
this.ac = undefined;
};
return p5.Effect;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(19)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(e){"use strict";return e.WaveShaper=function(e,t){this._shaper=this.input=this.output=this.context.createWaveShaper(),this._curve=null,Array.isArray(e)?this.curve=e:isFinite(e)||this.isUndef(e)?this._curve=new Float32Array(this.defaultArg(e,1024)):this.isFunction(e)&&(this._curve=new Float32Array(this.defaultArg(t,1024)),this.setMap(e))},e.extend(e.WaveShaper,e.SignalBase),e.WaveShaper.prototype.setMap=function(e){for(var t=0,r=this._curve.length;t
* let midiNotes = [60, 64, 67, 72];
* let noteIndex = 0;
* let midiVal, freq;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(startSound);
* osc = new p5.TriOsc();
* env = new p5.Envelope();
* }
*
* function draw() {
* background(220);
* text('tap to play', 10, 20);
* if (midiVal) {
* text('MIDI: ' + midiVal, 10, 40);
* text('Freq: ' + freq, 10, 60);
* }
* }
*
* function startSound() {
* // see also: userStartAudio();
* osc.start();
*
* midiVal = midiNotes[noteIndex % midiNotes.length];
* freq = midiToFreq(midiVal);
* osc.freq(freq);
* env.ramp(osc, 0, 1.0, 0);
*
* noteIndex++;
* }
*
*/
var midiToFreq = p5.prototype.midiToFreq = function (m) {
return 440 * Math.pow(2, (m - 69) / 12.0);
};
var noteToFreq = function noteToFreq(note) {
if (typeof note !== 'string') {
return note;
}
var wholeNotes = {
A: 21,
B: 23,
C: 24,
D: 26,
E: 28,
F: 29,
G: 31
};
var value = wholeNotes[note[0].toUpperCase()];
var octave = ~~note.slice(-1);
value += 12 * (octave - 1);
switch (note[1]) {
case '#':
value += 1;
break;
case 'b':
value -= 1;
break;
default:
break;
}
return midiToFreq(value);
};
/**
* List the SoundFile formats that you will include. LoadSound
* will search your directory for these extensions, and will pick
* a format that is compatable with the client's web browser.
* Here is a free online file
* converter.
*
* @method soundFormats
* @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'
* @example
*
* function preload() {
* // set the global sound formats
* soundFormats('mp3', 'ogg');
*
* // load either beatbox.mp3, or .ogg, depending on browser
* mySound = loadSound('assets/beatbox.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* background(220);
* text('sound loaded! tap to play', 10, 20, width - 20);
* cnv.mousePressed(function() {
* mySound.play();
* });
* }
*
*/
p5.prototype.soundFormats = function () {
p5sound.extensions = [];
for (var i = 0; i < arguments.length; i++) {
arguments[i] = arguments[i].toLowerCase();
if (['mp3', 'wav', 'ogg', 'm4a', 'aac'].indexOf(arguments[i]) > -1) {
p5sound.extensions.push(arguments[i]);
} else {
throw arguments[i] + ' is not a valid sound format!';
}
}
};
p5.prototype.disposeSound = function () {
for (var i = 0; i < p5sound.soundArray.length; i++) {
p5sound.soundArray[i].dispose();
}
};
p5.prototype.registerMethod('remove', p5.prototype.disposeSound);
p5.prototype._checkFileFormats = function (paths) {
var path;
if (typeof paths === 'string') {
path = paths;
var extTest = path.split('.').pop();
if (['mp3', 'wav', 'ogg', 'm4a', 'aac'].indexOf(extTest) > -1) {
if (p5.prototype.isFileSupported(extTest)) {
path = path;
} else {
var pathSplit = path.split('.');
var pathCore = pathSplit[pathSplit.length - 1];
for (var i = 0; i < p5sound.extensions.length; i++) {
var extension = p5sound.extensions[i];
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
pathCore = '';
if (pathSplit.length === 2) {
pathCore += pathSplit[0];
}
for (var i = 1; i <= pathSplit.length - 2; i++) {
var p = pathSplit[i];
pathCore += '.' + p;
}
path = pathCore += '.';
path = path += extension;
break;
}
}
}
}
else {
for (var i = 0; i < p5sound.extensions.length; i++) {
var extension = p5sound.extensions[i];
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
path = path + '.' + extension;
break;
}
}
}
}
else if (_typeof(paths) === 'object') {
for (var i = 0; i < paths.length; i++) {
var extension = paths[i].split('.').pop();
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
path = paths[i];
break;
}
}
}
return path;
};
/**
* Used by Osc and Envelope to chain signal math
*/
p5.prototype._mathChain = function (o, math, thisChain, nextChain, type) {
for (var i in o.mathOps) {
if (o.mathOps[i] instanceof type) {
o.mathOps[i].dispose();
thisChain = i;
if (thisChain < o.mathOps.length - 1) {
nextChain = o.mathOps[i + 1];
}
}
}
o.mathOps[thisChain - 1].disconnect();
o.mathOps[thisChain - 1].connect(math);
math.connect(nextChain);
o.mathOps[thisChain] = math;
return o;
};
function convertToWav(audioBuffer) {
var leftChannel, rightChannel;
leftChannel = audioBuffer.getChannelData(0);
if (audioBuffer.numberOfChannels > 1) {
rightChannel = audioBuffer.getChannelData(1);
} else {
rightChannel = leftChannel;
}
var interleaved = interleave(leftChannel, rightChannel);
var buffer = new window.ArrayBuffer(44 + interleaved.length * 2);
var view = new window.DataView(buffer);
writeUTFBytes(view, 0, 'RIFF');
view.setUint32(4, 36 + interleaved.length * 2, true);
writeUTFBytes(view, 8, 'WAVE');
writeUTFBytes(view, 12, 'fmt ');
view.setUint32(16, 16, true);
view.setUint16(20, 1, true);
view.setUint16(22, 2, true);
view.setUint32(24, p5sound.audiocontext.sampleRate, true);
view.setUint32(28, p5sound.audiocontext.sampleRate * 4, true);
view.setUint16(32, 4, true);
view.setUint16(34, 16, true);
writeUTFBytes(view, 36, 'data');
view.setUint32(40, interleaved.length * 2, true);
var lng = interleaved.length;
var index = 44;
var volume = 1;
for (var i = 0; i < lng; i++) {
view.setInt16(index, interleaved[i] * (0x7FFF * volume), true);
index += 2;
}
return view;
}
function interleave(leftChannel, rightChannel) {
var length = leftChannel.length + rightChannel.length;
var result = new Float32Array(length);
var inputIndex = 0;
for (var index = 0; index < length;) {
result[index++] = leftChannel[inputIndex];
result[index++] = rightChannel[inputIndex];
inputIndex++;
}
return result;
}
function writeUTFBytes(view, offset, string) {
var lng = string.length;
for (var i = 0; i < lng; i++) {
view.setUint8(offset + i, string.charCodeAt(i));
}
}
function safeBufferSize(idealBufferSize) {
var bufferSize = idealBufferSize;
var tempAudioWorkletNode = new AudioWorkletNode(p5sound.audiocontext, processorNames.soundFileProcessor);
if (tempAudioWorkletNode instanceof ScriptProcessorNode) {
bufferSize = tempAudioWorkletNode.bufferSize;
}
tempAudioWorkletNode.disconnect();
tempAudioWorkletNode = null;
return bufferSize;
}
return {
convertToWav: convertToWav,
midiToFreq: midiToFreq,
noteToFreq: noteToFreq,
safeBufferSize: safeBufferSize
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
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__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(20),__webpack_require__(45),__webpack_require__(46),__webpack_require__(12)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(t){return t.Type={Default:"number",Time:"time",Frequency:"frequency",TransportTime:"transportTime",Ticks:"ticks",NormalRange:"normalRange",AudioRange:"audioRange",Decibels:"db",Interval:"interval",BPM:"bpm",Positive:"positive",Cents:"cents",Degrees:"degrees",MIDI:"midi",BarsBeatsSixteenths:"barsBeatsSixteenths",Samples:"samples",Hertz:"hertz",Note:"note",Milliseconds:"milliseconds",Seconds:"seconds",Notation:"notation"},t.prototype.toSeconds=function(e){return this.isNumber(e)?e:this.isUndef(e)?this.now():this.isString(e)?new t.Time(e).toSeconds():e instanceof t.TimeBase?e.toSeconds():void 0},t.prototype.toFrequency=function(e){return this.isNumber(e)?e:this.isString(e)||this.isUndef(e)?new t.Frequency(e).valueOf():e instanceof t.TimeBase?e.toFrequency():void 0},t.prototype.toTicks=function(e){return this.isNumber(e)||this.isString(e)?new t.TransportTime(e).toTicks():this.isUndef(e)?t.Transport.ticks:e instanceof t.TimeBase?e.toTicks():void 0},t}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(22),__webpack_require__(8)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(i){"use strict";return window.GainNode&&!AudioContext.prototype.createGain&&(AudioContext.prototype.createGain=AudioContext.prototype.createGainNode),i.Gain=function(){var t=this.optionsObject(arguments,["gain","units"],i.Gain.defaults);this.input=this.output=this._gainNode=this.context.createGain(),this.gain=new i.Param({param:this._gainNode.gain,units:t.units,value:t.gain,convert:t.convert}),this._readOnly("gain")},i.extend(i.Gain),i.Gain.defaults={gain:1,convert:!0},i.Gain.prototype.dispose=function(){i.Param.prototype.dispose.call(this),this._gainNode.disconnect(),this._gainNode=null,this._writable("gain"),this.gain.dispose(),this.gain=null},i.prototype.createInsOuts=function(t,n){1===t?this.input=new i.Gain:1e)this.cancelScheduledValues(e),this.linearRampToValueAtTime(t,e);else{var n=this._searchAfter(e);n&&(this.cancelScheduledValues(e),n.type===o.TimelineSignal.Type.Linear?this.linearRampToValueAtTime(t,e):n.type===o.TimelineSignal.Type.Exponential&&this.exponentialRampToValueAtTime(t,e)),this.setValueAtTime(t,e)}return this},o.TimelineSignal.prototype.linearRampToValueBetween=function(e,t,i){return this.setRampPoint(t),this.linearRampToValueAtTime(e,i),this},o.TimelineSignal.prototype.exponentialRampToValueBetween=function(e,t,i){return this.setRampPoint(t),this.exponentialRampToValueAtTime(e,i),this},o.TimelineSignal.prototype._searchBefore=function(e){return this._events.get(e)},o.TimelineSignal.prototype._searchAfter=function(e){return this._events.getAfter(e)},o.TimelineSignal.prototype.getValueAtTime=function(e){e=this.toSeconds(e);var t=this._searchAfter(e),i=this._searchBefore(e),n=this._initial;if(null===i)n=this._initial;else if(i.type===o.TimelineSignal.Type.Target){var a,l=this._events.getBefore(i.time);a=null===l?this._initial:l.value,n=this._exponentialApproach(i.time,a,i.value,i.constant,e)}else n=i.type===o.TimelineSignal.Type.Curve?this._curveInterpolate(i.time,i.value,i.duration,e):null===t?i.value:t.type===o.TimelineSignal.Type.Linear?this._linearInterpolate(i.time,i.value,t.time,t.value,e):t.type===o.TimelineSignal.Type.Exponential?this._exponentialInterpolate(i.time,i.value,t.time,t.value,e):i.value;return n},o.TimelineSignal.prototype.connect=o.SignalBase.prototype.connect,o.TimelineSignal.prototype._exponentialApproach=function(e,t,i,n,a){return i+(t-i)*Math.exp(-(a-e)/n)},o.TimelineSignal.prototype._linearInterpolate=function(e,t,i,n,a){return t+(a-e)/(i-e)*(n-t)},o.TimelineSignal.prototype._exponentialInterpolate=function(e,t,i,n,a){return(t=Math.max(this._minOutput,t))*Math.pow(n/t,(a-e)/(i-e))},o.TimelineSignal.prototype._curveInterpolate=function(e,t,i,n){var a=t.length;if(e+i<=n)return t[a-1];if(n<=e)return t[0];var l=(n-e)/i,s=Math.floor((a-1)*l),r=Math.ceil((a-1)*l),o=t[s],p=t[r];return r===s?o:this._linearInterpolate(s,o,r,p,l*(a-1))},o.TimelineSignal.prototype.dispose=function(){o.Signal.prototype.dispose.call(this),o.Param.prototype.dispose.call(this),this._events.dispose(),this._events=null},o.TimelineSignal}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var Effect = __webpack_require__(4);
/**
*
A p5.Filter uses a Web Audio Biquad Filter to filter
* the frequency response of an input source. Subclasses
* include:
* p5.LowPass:
* Allows frequencies below the cutoff frequency to pass through,
* and attenuates frequencies above the cutoff.
* p5.HighPass:
* The opposite of a lowpass filter.
* p5.BandPass:
* Allows a range of frequencies to pass through and attenuates
* the frequencies below and above this frequency range.
*
* The .res() method controls either width of the
* bandpass, or resonance of the low/highpass cutoff frequency.
*
* This class extends p5.Effect.
* Methods amp(), chain(),
* drywet(), connect(), and
* disconnect() are available.
*
* @class p5.Filter
* @extends p5.Effect
* @constructor
* @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'
* @example
*
* let fft, noise, filter;
*
* function setup() {
* let cnv = createCanvas(100,100);
* cnv.mousePressed(makeNoise);
* fill(255, 0, 255);
*
* filter = new p5.BandPass();
* noise = new p5.Noise();
* noise.disconnect();
* noise.connect(filter);
*
* fft = new p5.FFT();
* }
*
* function draw() {
* background(220);
*
* // set the BandPass frequency based on mouseX
* let freq = map(mouseX, 0, width, 20, 10000);
* freq = constrain(freq, 0, 22050);
* filter.freq(freq);
* // give the filter a narrow band (lower res = wider bandpass)
* filter.res(50);
*
* // draw filtered spectrum
* let spectrum = fft.analyze();
* noStroke();
* for (let i = 0; i < spectrum.length; i++) {
* let x = map(i, 0, spectrum.length, 0, width);
* let h = -height + map(spectrum[i], 0, 255, height, 0);
* rect(x, height, width/spectrum.length, h);
* }
* if (!noise.started) {
* text('tap here and drag to change frequency', 10, 20, width - 20);
* } else {
* text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);
* }
* }
*
* function makeNoise() {
* // see also: `userStartAudio()`
* noise.start();
* noise.amp(0.5, 0.2);
* }
*
* function mouseReleased() {
* noise.amp(0, 0.2);
* }
*
*
*/
p5.Filter = function (type) {
Effect.call(this);
/**
* The p5.Filter is built with a
*
* Web Audio BiquadFilter Node.
*
* @property {DelayNode} biquadFilter
*/
this.biquad = this.ac.createBiquadFilter();
this.input.connect(this.biquad);
this.biquad.connect(this.wet);
if (type) {
this.setType(type);
}
this._on = true;
this._untoggledType = this.biquad.type;
};
p5.Filter.prototype = Object.create(Effect.prototype);
/**
* Filter an audio signal according to a set
* of filter parameters.
*
* @method process
* @param {Object} Signal An object that outputs audio
* @param {Number} [freq] Frequency in Hz, from 10 to 22050
* @param {Number} [res] Resonance/Width of the filter frequency
* from 0.001 to 1000
*/
p5.Filter.prototype.process = function (src, freq, res, time) {
src.connect(this.input);
this.set(freq, res, time);
};
/**
* Set the frequency and the resonance of the filter.
*
* @method set
* @param {Number} [freq] Frequency in Hz, from 10 to 22050
* @param {Number} [res] Resonance (Q) from 0.001 to 1000
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
p5.Filter.prototype.set = function (freq, res, time) {
if (freq) {
this.freq(freq, time);
}
if (res) {
this.res(res, time);
}
};
/**
* Set the filter frequency, in Hz, from 10 to 22050 (the range of
* human hearing, although in reality most people hear in a narrower
* range).
*
* @method freq
* @param {Number} freq Filter Frequency
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
* @return {Number} value Returns the current frequency value
*/
p5.Filter.prototype.freq = function (freq, time) {
var t = time || 0;
if (freq <= 0) {
freq = 1;
}
if (typeof freq === 'number') {
this.biquad.frequency.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.biquad.frequency.exponentialRampToValueAtTime(freq, this.ac.currentTime + 0.02 + t);
} else if (freq) {
freq.connect(this.biquad.frequency);
}
return this.biquad.frequency.value;
};
/**
* Controls either width of a bandpass frequency,
* or the resonance of a low/highpass cutoff frequency.
*
* @method res
* @param {Number} res Resonance/Width of filter freq
* from 0.001 to 1000
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
* @return {Number} value Returns the current res value
*/
p5.Filter.prototype.res = function (res, time) {
var t = time || 0;
if (typeof res === 'number') {
this.biquad.Q.value = res;
this.biquad.Q.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.biquad.Q.linearRampToValueAtTime(res, this.ac.currentTime + 0.02 + t);
} else if (res) {
res.connect(this.biquad.Q);
}
return this.biquad.Q.value;
};
/**
* Controls the gain attribute of a Biquad Filter.
* This is distinctly different from .amp() which is inherited from p5.Effect
* .amp() controls the volume via the output gain node
* p5.Filter.gain() controls the gain parameter of a Biquad Filter node.
*
* @method gain
* @param {Number} gain
* @return {Number} Returns the current or updated gain value
*/
p5.Filter.prototype.gain = function (gain, time) {
var t = time || 0;
if (typeof gain === 'number') {
this.biquad.gain.value = gain;
this.biquad.gain.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.biquad.gain.linearRampToValueAtTime(gain, this.ac.currentTime + 0.02 + t);
} else if (gain) {
gain.connect(this.biquad.gain);
}
return this.biquad.gain.value;
};
/**
* Toggle function. Switches between the specified type and allpass
*
* @method toggle
* @return {boolean} [Toggle value]
*/
p5.Filter.prototype.toggle = function () {
this._on = !this._on;
if (this._on === true) {
this.biquad.type = this._untoggledType;
} else if (this._on === false) {
this.biquad.type = 'allpass';
}
return this._on;
};
/**
* Set the type of a p5.Filter. Possible types include:
* "lowpass" (default), "highpass", "bandpass",
* "lowshelf", "highshelf", "peaking", "notch",
* "allpass".
*
* @method setType
* @param {String} t
*/
p5.Filter.prototype.setType = function (t) {
this.biquad.type = t;
this._untoggledType = this.biquad.type;
};
p5.Filter.prototype.dispose = function () {
Effect.prototype.dispose.apply(this);
if (this.biquad) {
this.biquad.disconnect();
delete this.biquad;
}
};
/**
* Constructor: new p5.LowPass() Filter.
* This is the same as creating a p5.Filter and then calling
* its method setType('lowpass').
* See p5.Filter for methods.
*
* @class p5.LowPass
* @constructor
* @extends p5.Filter
*/
p5.LowPass = function () {
p5.Filter.call(this, 'lowpass');
};
p5.LowPass.prototype = Object.create(p5.Filter.prototype);
/**
* Constructor: new p5.HighPass() Filter.
* This is the same as creating a p5.Filter and then calling
* its method setType('highpass').
* See p5.Filter for methods.
*
* @class p5.HighPass
* @constructor
* @extends p5.Filter
*/
p5.HighPass = function () {
p5.Filter.call(this, 'highpass');
};
p5.HighPass.prototype = Object.create(p5.Filter.prototype);
/**
* Constructor: new p5.BandPass() Filter.
* This is the same as creating a p5.Filter and then calling
* its method setType('bandpass').
* See p5.Filter for methods.
*
* @class p5.BandPass
* @constructor
* @extends p5.Filter
*/
p5.BandPass = function () {
p5.Filter.call(this, 'bandpass');
};
p5.BandPass.prototype = Object.create(p5.Filter.prototype);
return p5.Filter;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(7),__webpack_require__(25),__webpack_require__(2),__webpack_require__(9)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(n){"use strict";return n.Subtract=function(t){this.createInsOuts(2,0),this._sum=this.input[0]=this.output=new n.Gain,this._neg=new n.Negate,this._param=this.input[1]=new n.Signal(t),this._param.chain(this._neg,this._sum)},n.extend(n.Subtract,n.Signal),n.Subtract.prototype.dispose=function(){return n.prototype.dispose.call(this),this._neg.dispose(),this._neg=null,this._sum.disconnect(),this._sum=null,this._param.dispose(),this._param=null,this},n.Subtract}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
(function(global) {var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;
global.TONE_SILENCE_VERSION_LOGGING = true;
!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(35), __webpack_require__(12), __webpack_require__(0)], __WEBPACK_AMD_DEFINE_RESULT__ = (function (StartAudioContext, Context, Tone) {
var audiocontext = new window.AudioContext();
Tone.context.dispose();
Tone.setContext(audiocontext);
/**
*
Returns the Audio Context for this sketch. Useful for users
* who would like to dig deeper into the Web Audio API
* .
*
*
Some browsers require users to startAudioContext
* with a user gesture, such as touchStarted in the example below.
*
* @for p5
* @method getAudioContext
* @return {Object} AudioContext for this sketch
* @example
*
* function draw() {
* background(255);
* textAlign(CENTER);
*
* if (getAudioContext().state !== 'running') {
* text('click to start audio', width/2, height/2);
* } else {
* text('audio is enabled', width/2, height/2);
* }
* }
*
* function touchStarted() {
* if (getAudioContext().state !== 'running') {
* getAudioContext().resume();
* }
* var synth = new p5.MonoSynth();
* synth.play('A4', 0.5, 0, 0.2);
* }
*
*
It is not only a good practice to give users control over starting
* audio. This policy is enforced by many web browsers, including iOS and
* Google Chrome, which create the Web Audio API's
* Audio Context
* in a suspended state.
*
*
In these browser-specific policies, sound will not play until a user
* interaction event (i.e. mousePressed()) explicitly resumes
* the AudioContext, or starts an audio node. This can be accomplished by
* calling start() on a p5.Oscillator,
* play() on a p5.SoundFile, or simply
* userStartAudio().
*
*
userStartAudio() starts the AudioContext on a user
* gesture. The default behavior will enable audio on any
* mouseUp or touchEnd event. It can also be placed in a specific
* interaction function, such as mousePressed() as in the
* example below. This method utilizes
* StartAudioContext
* , a library by Yotam Mann (MIT Licence, 2016).
* @param {Element|Array} [element(s)] This argument can be an Element,
* Selector String, NodeList, p5.Element,
* jQuery Element, or an Array of any of those.
* @param {Function} [callback] Callback to invoke when the AudioContext
* has started
* @return {Promise} Returns a Promise that resolves when
* the AudioContext state is 'running'
* @method userStartAudio
* @for p5
* @example
*
* function setup() {
* // mimics the autoplay policy
* getAudioContext().suspend();
*
* let mySynth = new p5.MonoSynth();
*
* // This won't play until the context has resumed
* mySynth.play('A6');
* }
* function draw() {
* background(220);
* textAlign(CENTER, CENTER);
* text(getAudioContext().state, width/2, height/2);
* }
* function mousePressed() {
* userStartAudio();
* }
*
*/
p5.prototype.userStartAudio = function (elements, callback) {
var elt = elements;
if (elements instanceof p5.Element) {
elt = elements.elt;
} else if (elements instanceof Array && elements[0] instanceof p5.Element) {
elt = elements.map(function (e) {
return e.elt;
});
}
return StartAudioContext(audiocontext, elt, callback);
};
return audiocontext;
}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}.call(this, __webpack_require__(34)))
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(o){"use strict";return o.Emitter=function(){this._events={}},o.extend(o.Emitter),o.Emitter.prototype.on=function(t,e){for(var i=t.split(/\W+/),r=0;rCreates a signal that oscillates between -1.0 and 1.0.
* By default, the oscillation takes the form of a sinusoidal
* shape ('sine'). Additional types include 'triangle',
* 'sawtooth' and 'square'. The frequency defaults to
* 440 oscillations per second (440Hz, equal to the pitch of an
* 'A' note).
*
*
*
* @class p5.Oscillator
* @constructor
* @param {Number} [freq] frequency defaults to 440Hz
* @param {String} [type] type of oscillator. Options:
* 'sine' (default), 'triangle',
* 'sawtooth', 'square'
* @example
*
* let osc, playing, freq, amp;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playOscillator);
* osc = new p5.Oscillator('sine');
* }
*
* function draw() {
* background(220)
* freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);
* amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);
*
* text('tap to play', 20, 20);
* text('freq: ' + freq, 20, 40);
* text('amp: ' + amp, 20, 60);
*
* if (playing) {
* // smooth the transitions by 0.1 seconds
* osc.freq(freq, 0.1);
* osc.amp(amp, 0.1);
* }
* }
*
* function playOscillator() {
* // starting an oscillator on a user gesture will enable audio
* // in browsers that have a strict autoplay policy.
* // See also: userStartAudio();
* osc.start();
* playing = true;
* }
*
* function mouseReleased() {
* // ramp amplitude to 0 over 0.5 seconds
* osc.amp(0, 0.5);
* playing = false;
* }
*
*/
p5.Oscillator = function (freq, type) {
if (typeof freq === 'string') {
var f = type;
type = freq;
freq = f;
}
if (typeof type === 'number') {
var f = type;
type = freq;
freq = f;
}
this.started = false;
this.phaseAmount = undefined;
this.oscillator = p5sound.audiocontext.createOscillator();
this.f = freq || 440.0;
this.oscillator.type = type || 'sine';
this.oscillator.frequency.setValueAtTime(this.f, p5sound.audiocontext.currentTime);
this.output = p5sound.audiocontext.createGain();
this._freqMods = [];
this.output.gain.value = 0.5;
this.output.gain.setValueAtTime(0.5, p5sound.audiocontext.currentTime);
this.oscillator.connect(this.output);
this.panPosition = 0.0;
this.connection = p5sound.input;
this.panner = new p5.Panner(this.output, this.connection, 1);
this.mathOps = [this.output];
p5sound.soundArray.push(this);
};
/**
* Start an oscillator.
*
* Starting an oscillator on a user gesture will enable audio in browsers
* that have a strict autoplay policy, including Chrome and most mobile
* devices. See also: `userStartAudio()`.
*
* @method start
* @for p5.Oscillator
* @param {Number} [time] startTime in seconds from now.
* @param {Number} [frequency] frequency in Hz.
*/
p5.Oscillator.prototype.start = function (time, f) {
if (this.started) {
var now = p5sound.audiocontext.currentTime;
this.stop(now);
}
if (!this.started) {
var freq = f || this.f;
var type = this.oscillator.type;
if (this.oscillator) {
this.oscillator.disconnect();
delete this.oscillator;
}
this.oscillator = p5sound.audiocontext.createOscillator();
this.oscillator.frequency.value = Math.abs(freq);
this.oscillator.type = type;
this.oscillator.connect(this.output);
time = time || 0;
this.oscillator.start(time + p5sound.audiocontext.currentTime);
this.freqNode = this.oscillator.frequency;
for (var i in this._freqMods) {
if (typeof this._freqMods[i].connect !== 'undefined') {
this._freqMods[i].connect(this.oscillator.frequency);
}
}
this.started = true;
}
};
/**
* Stop an oscillator. Accepts an optional parameter
* to determine how long (in seconds from now) until the
* oscillator stops.
*
* @method stop
* @for p5.Oscillator
* @param {Number} secondsFromNow Time, in seconds from now.
*/
p5.Oscillator.prototype.stop = function (time) {
if (this.started) {
var t = time || 0;
var now = p5sound.audiocontext.currentTime;
this.oscillator.stop(t + now);
this.started = false;
}
};
/**
* Set the amplitude between 0 and 1.0. Or, pass in an object
* such as an oscillator to modulate amplitude with an audio signal.
*
* @method amp
* @for p5.Oscillator
* @param {Number|Object} vol between 0 and 1.0
* or a modulating signal/oscillator
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
* @return {AudioParam} gain If no value is provided,
* returns the Web Audio API
* AudioParam that controls
* this oscillator's
* gain/amplitude/volume)
*/
p5.Oscillator.prototype.amp = function (vol, rampTime, tFromNow) {
var self = this;
if (typeof vol === 'number') {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
} else if (vol) {
vol.connect(self.output.gain);
} else {
return this.output.gain;
}
};
p5.Oscillator.prototype.fade = p5.Oscillator.prototype.amp;
p5.Oscillator.prototype.getAmp = function () {
return this.output.gain.value;
};
/**
* Set frequency of an oscillator to a value. Or, pass in an object
* such as an oscillator to modulate the frequency with an audio signal.
*
* @method freq
* @for p5.Oscillator
* @param {Number|Object} Frequency Frequency in Hz
* or modulating signal/oscillator
* @param {Number} [rampTime] Ramp time (in seconds)
* @param {Number} [timeFromNow] Schedule this event to happen
* at x seconds from now
* @return {AudioParam} Frequency If no value is provided,
* returns the Web Audio API
* AudioParam that controls
* this oscillator's frequency
* @example
*
* let osc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playOscillator);
* osc = new p5.Oscillator(300);
* background(220);
* text('tap to play', 20, 20);
* }
*
* function playOscillator() {
* osc.start();
* osc.amp(0.5);
* // start at 700Hz
* osc.freq(700);
* // ramp to 60Hz over 0.7 seconds
* osc.freq(60, 0.7);
* osc.amp(0, 0.1, 0.7);
* }
*
*/
p5.Oscillator.prototype.freq = function (val, rampTime, tFromNow) {
if (typeof val === 'number' && !isNaN(val)) {
this.f = val;
var now = p5sound.audiocontext.currentTime;
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var t = now + tFromNow + rampTime;
if (rampTime === 0) {
this.oscillator.frequency.setValueAtTime(val, tFromNow + now);
} else {
if (val > 0) {
this.oscillator.frequency.exponentialRampToValueAtTime(val, tFromNow + rampTime + now);
} else {
this.oscillator.frequency.linearRampToValueAtTime(val, tFromNow + rampTime + now);
}
}
if (this.phaseAmount) {
this.phase(this.phaseAmount);
}
} else if (val) {
if (val.output) {
val = val.output;
}
val.connect(this.oscillator.frequency);
this._freqMods.push(val);
} else {
return this.oscillator.frequency;
}
};
p5.Oscillator.prototype.getFreq = function () {
return this.oscillator.frequency.value;
};
/**
* Set type to 'sine', 'triangle', 'sawtooth' or 'square'.
*
* @method setType
* @for p5.Oscillator
* @param {String} type 'sine', 'triangle', 'sawtooth' or 'square'.
*/
p5.Oscillator.prototype.setType = function (type) {
this.oscillator.type = type;
};
p5.Oscillator.prototype.getType = function () {
return this.oscillator.type;
};
/**
* Connect to a p5.sound / Web Audio object.
*
* @method connect
* @for p5.Oscillator
* @param {Object} unit A p5.sound or Web Audio object
*/
p5.Oscillator.prototype.connect = function (unit) {
if (!unit) {
this.panner.connect(p5sound.input);
} else if (unit.hasOwnProperty('input')) {
this.panner.connect(unit.input);
this.connection = unit.input;
} else {
this.panner.connect(unit);
this.connection = unit;
}
};
/**
* Disconnect all outputs
*
* @method disconnect
* @for p5.Oscillator
*/
p5.Oscillator.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
}
if (this.panner) {
this.panner.disconnect();
if (this.output) {
this.output.connect(this.panner);
}
}
this.oscMods = [];
};
/**
* Pan between Left (-1) and Right (1)
*
* @method pan
* @for p5.Oscillator
* @param {Number} panning Number between -1 and 1
* @param {Number} timeFromNow schedule this event to happen
* seconds from now
*/
p5.Oscillator.prototype.pan = function (pval, tFromNow) {
this.panPosition = pval;
this.panner.pan(pval, tFromNow);
};
p5.Oscillator.prototype.getPan = function () {
return this.panPosition;
};
p5.Oscillator.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
if (this.oscillator) {
var now = p5sound.audiocontext.currentTime;
this.stop(now);
this.disconnect();
this.panner = null;
this.oscillator = null;
}
if (this.osc2) {
this.osc2.dispose();
}
};
/**
* Set the phase of an oscillator between 0.0 and 1.0.
* In this implementation, phase is a delay time
* based on the oscillator's current frequency.
*
* @method phase
* @for p5.Oscillator
* @param {Number} phase float between 0.0 and 1.0
*/
p5.Oscillator.prototype.phase = function (p) {
var delayAmt = p5.prototype.map(p, 0, 1.0, 0, 1 / this.f);
var now = p5sound.audiocontext.currentTime;
this.phaseAmount = p;
if (!this.dNode) {
this.dNode = p5sound.audiocontext.createDelay();
this.oscillator.disconnect();
this.oscillator.connect(this.dNode);
this.dNode.connect(this.output);
}
this.dNode.delayTime.setValueAtTime(delayAmt, now);
};
var sigChain = function sigChain(o, mathObj, thisChain, nextChain, type) {
var chainSource = o.oscillator;
for (var i in o.mathOps) {
if (o.mathOps[i] instanceof type) {
chainSource.disconnect();
o.mathOps[i].dispose();
thisChain = i;
if (thisChain < o.mathOps.length - 2) {
nextChain = o.mathOps[i + 1];
}
}
}
if (thisChain === o.mathOps.length - 1) {
o.mathOps.push(nextChain);
}
if (i > 0) {
chainSource = o.mathOps[i - 1];
}
chainSource.disconnect();
chainSource.connect(mathObj);
mathObj.connect(nextChain);
o.mathOps[thisChain] = mathObj;
return o;
};
/**
* Add a value to the p5.Oscillator's output amplitude,
* and return the oscillator. Calling this method again
* will override the initial add() with a new value.
*
* @method add
* @for p5.Oscillator
* @param {Number} number Constant number to add
* @return {p5.Oscillator} Oscillator Returns this oscillator
* with scaled output
*
*/
p5.Oscillator.prototype.add = function (num) {
var add = new Add(num);
var thisChain = this.mathOps.length - 1;
var nextChain = this.output;
return sigChain(this, add, thisChain, nextChain, Add);
};
/**
* Multiply the p5.Oscillator's output amplitude
* by a fixed value (i.e. turn it up!). Calling this method
* again will override the initial mult() with a new value.
*
* @method mult
* @for p5.Oscillator
* @param {Number} number Constant number to multiply
* @return {p5.Oscillator} Oscillator Returns this oscillator
* with multiplied output
*/
p5.Oscillator.prototype.mult = function (num) {
var mult = new Mult(num);
var thisChain = this.mathOps.length - 1;
var nextChain = this.output;
return sigChain(this, mult, thisChain, nextChain, Mult);
};
/**
* Scale this oscillator's amplitude values to a given
* range, and return the oscillator. Calling this method
* again will override the initial scale() with new values.
*
* @method scale
* @for p5.Oscillator
* @param {Number} inMin input range minumum
* @param {Number} inMax input range maximum
* @param {Number} outMin input range minumum
* @param {Number} outMax input range maximum
* @return {p5.Oscillator} Oscillator Returns this oscillator
* with scaled output
*/
p5.Oscillator.prototype.scale = function (inMin, inMax, outMin, outMax) {
var mapOutMin, mapOutMax;
if (arguments.length === 4) {
mapOutMin = p5.prototype.map(outMin, inMin, inMax, 0, 1) - 0.5;
mapOutMax = p5.prototype.map(outMax, inMin, inMax, 0, 1) - 0.5;
} else {
mapOutMin = arguments[0];
mapOutMax = arguments[1];
}
var scale = new Scale(mapOutMin, mapOutMax);
var thisChain = this.mathOps.length - 1;
var nextChain = this.output;
return sigChain(this, scale, thisChain, nextChain, Scale);
};
/**
* Constructor: new p5.SinOsc().
* This creates a Sine Wave Oscillator and is
* equivalent to new p5.Oscillator('sine')
* or creating a p5.Oscillator and then calling
* its method setType('sine').
* See p5.Oscillator for methods.
*
* @class p5.SinOsc
* @constructor
* @extends p5.Oscillator
* @param {Number} [freq] Set the frequency
*/
p5.SinOsc = function (freq) {
p5.Oscillator.call(this, freq, 'sine');
};
p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);
/**
* Constructor: new p5.TriOsc().
* This creates a Triangle Wave Oscillator and is
* equivalent to new p5.Oscillator('triangle')
* or creating a p5.Oscillator and then calling
* its method setType('triangle').
* See p5.Oscillator for methods.
*
* @class p5.TriOsc
* @constructor
* @extends p5.Oscillator
* @param {Number} [freq] Set the frequency
*/
p5.TriOsc = function (freq) {
p5.Oscillator.call(this, freq, 'triangle');
};
p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);
/**
* Constructor: new p5.SawOsc().
* This creates a SawTooth Wave Oscillator and is
* equivalent to new p5.Oscillator('sawtooth')
* or creating a p5.Oscillator and then calling
* its method setType('sawtooth').
* See p5.Oscillator for methods.
*
* @class p5.SawOsc
* @constructor
* @extends p5.Oscillator
* @param {Number} [freq] Set the frequency
*/
p5.SawOsc = function (freq) {
p5.Oscillator.call(this, freq, 'sawtooth');
};
p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);
/**
* Constructor: new p5.SqrOsc().
* This creates a Square Wave Oscillator and is
* equivalent to new p5.Oscillator('square')
* or creating a p5.Oscillator and then calling
* its method setType('square').
* See p5.Oscillator for methods.
*
* @class p5.SqrOsc
* @constructor
* @extends p5.Oscillator
* @param {Number} [freq] Set the frequency
*/
p5.SqrOsc = function (freq) {
p5.Oscillator.call(this, freq, 'square');
};
p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(8)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(i){"use strict";return i.Timeline=function(){var e=this.optionsObject(arguments,["memory"],i.Timeline.defaults);this._timeline=[],this._toRemove=[],this._iterating=!1,this.memory=e.memory},i.extend(i.Timeline),i.Timeline.defaults={memory:1/0},Object.defineProperty(i.Timeline.prototype,"length",{get:function(){return this._timeline.length}}),i.Timeline.prototype.add=function(e){if(this.isUndef(e.time))throw new Error("Tone.Timeline: events must have a time attribute");if(this._timeline.length){var i=this._search(e.time);this._timeline.splice(i+1,0,e)}else this._timeline.push(e);if(this.length>this.memory){var t=this.length-this.memory;this._timeline.splice(0,t)}return this},i.Timeline.prototype.remove=function(e){if(this._iterating)this._toRemove.push(e);else{var i=this._timeline.indexOf(e);-1!==i&&this._timeline.splice(i,1)}return this},i.Timeline.prototype.get=function(e){var i=this._search(e);return-1!==i?this._timeline[i]:null},i.Timeline.prototype.peek=function(){return this._timeline[0]},i.Timeline.prototype.shift=function(){return this._timeline.shift()},i.Timeline.prototype.getAfter=function(e){var i=this._search(e);return i+1=e&&(this._timeline=[]);return this},i.Timeline.prototype.cancelBefore=function(e){if(this._timeline.length){var i=this._search(e);0<=i&&(this._timeline=this._timeline.slice(i+1))}return this},i.Timeline.prototype._search=function(e){var i=0,t=this._timeline.length,n=t;if(0e)return r;s.time>e?n=r:s.time=e;)t--;return this._iterate(i,t+1),this},i.Timeline.prototype.forEachAtTime=function(i,t){var e=this._search(i);return-1!==e&&this._iterate(function(e){e.time===i&&t(e)},0,e),this},i.Timeline.prototype.dispose=function(){i.prototype.dispose.call(this),this._timeline=null,this._toRemove=null},i.Timeline}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(3),__webpack_require__(2)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(t){"use strict";return t.Negate=function(){this._multiply=this.input=this.output=new t.Multiply(-1)},t.extend(t.Negate,t.SignalBase),t.Negate.prototype.dispose=function(){return t.prototype.dispose.call(this),this._multiply.dispose(),this._multiply=null,this},t.Negate}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(2),__webpack_require__(3),__webpack_require__(5)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(e){"use strict";return e.GreaterThanZero=function(){this._thresh=this.output=new e.WaveShaper(function(e){return e<=0?0:1},127),this._scale=this.input=new e.Multiply(1e4),this._scale.connect(this._thresh)},e.extend(e.GreaterThanZero,e.SignalBase),e.GreaterThanZero.prototype.dispose=function(){return e.prototype.dispose.call(this),this._scale.dispose(),this._scale=null,this._thresh.dispose(),this._thresh=null,this},e.GreaterThanZero}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(14),__webpack_require__(66),__webpack_require__(18),__webpack_require__(12)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(o){"use strict";return o.Clock=function(){o.Emitter.call(this);var t=this.optionsObject(arguments,["callback","frequency"],o.Clock.defaults);this.callback=t.callback,this._nextTick=0,this._lastState=o.State.Stopped,this.frequency=new o.TimelineSignal(t.frequency,o.Type.Frequency),this._readOnly("frequency"),this.ticks=0,this._state=new o.TimelineState(o.State.Stopped),this._boundLoop=this._loop.bind(this),this.context.on("tick",this._boundLoop)},o.extend(o.Clock,o.Emitter),o.Clock.defaults={callback:o.noOp,frequency:1,lookAhead:"auto"},Object.defineProperty(o.Clock.prototype,"state",{get:function(){return this._state.getValueAtTime(this.now())}}),o.Clock.prototype.start=function(t,e){return t=this.toSeconds(t),this._state.getValueAtTime(t)!==o.State.Started&&this._state.add({state:o.State.Started,time:t,offset:e}),this},o.Clock.prototype.stop=function(t){return t=this.toSeconds(t),this._state.cancel(t),this._state.setStateAtTime(o.State.Stopped,t),this},o.Clock.prototype.pause=function(t){return t=this.toSeconds(t),this._state.getValueAtTime(t)===o.State.Started&&this._state.setStateAtTime(o.State.Paused,t),this},o.Clock.prototype._loop=function(){for(var t=this.now()+this.context.lookAhead+this.context.updateInterval+2*this.context.lag;t>this._nextTick&&this._state;){var e=this._state.getValueAtTime(this._nextTick);if(e!==this._lastState){this._lastState=e;var i=this._state.get(this._nextTick);e===o.State.Started?(this._nextTick=i.time,this.isUndef(i.offset)||(this.ticks=i.offset),this.emit("start",i.time,this.ticks)):e===o.State.Stopped?(this.ticks=0,this.emit("stop",i.time)):e===o.State.Paused&&this.emit("pause",i.time)}var s=this._nextTick;this.frequency&&(this._nextTick+=1/this.frequency.getValueAtTime(this._nextTick),e===o.State.Started&&(this.callback(s),this.ticks++))}},o.Clock.prototype.getStateAtTime=function(t){return t=this.toSeconds(t),this._state.getValueAtTime(t)},o.Clock.prototype.dispose=function(){o.Emitter.prototype.dispose.call(this),this.context.off("tick",this._boundLoop),this._writable("frequency"),this.frequency.dispose(),this.frequency=null,this._boundLoop=null,this._nextTick=1/0,this.callback=null,this._state.dispose(),this._state=null},o.Clock}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var AudioVoice = __webpack_require__(29);
var noteToFreq = __webpack_require__(6).noteToFreq;
var DEFAULT_SUSTAIN = 0.15;
/**
* A MonoSynth is used as a single voice for sound synthesis.
* This is a class to be used in conjunction with the PolySynth
* class. Custom synthetisers should be built inheriting from
* this class.
*
* @class p5.MonoSynth
* @constructor
* @example
*
* let monoSynth;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSynth);
* background(220);
* textAlign(CENTER);
* text('tap to play', width/2, height/2);
*
* monoSynth = new p5.MonoSynth();
* }
*
* function playSynth() {
* userStartAudio();
*
* let note = random(['Fb4', 'G4']);
* // note velocity (volume, from 0 to 1)
* let velocity = random();
* // time from now (in seconds)
* let time = 0;
* // note duration (in seconds)
* let dur = 1/6;
*
* monoSynth.play(note, velocity, time, dur);
* }
*
**/
p5.MonoSynth = function () {
AudioVoice.call(this);
this.oscillator = new p5.Oscillator();
this.env = new p5.Envelope();
this.env.setRange(1, 0);
this.env.setExp(true);
this.setADSR(0.02, 0.25, 0.05, 0.35);
this.oscillator.disconnect();
this.oscillator.connect(this.output);
this.env.disconnect();
this.env.setInput(this.output.gain);
this.oscillator.output.gain.value = 1.0;
this.oscillator.start();
this.connect();
p5sound.soundArray.push(this);
};
p5.MonoSynth.prototype = Object.create(p5.AudioVoice.prototype);
/**
* Play tells the MonoSynth to start playing a note. This method schedules
* the calling of .triggerAttack and .triggerRelease.
*
* @method play
* @for p5.MonoSynth
* @param {String | Number} note the note you want to play, specified as a
* frequency in Hertz (Number) or as a midi
* value in Note/Octave format ("C4", "Eb3"...etc")
* See
* Tone. Defaults to 440 hz.
* @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)
* @param {Number} [secondsFromNow] time from now (in seconds) at which to play
* @param {Number} [sustainTime] time to sustain before releasing the envelope. Defaults to 0.15 seconds.
* @example
*
* let monoSynth;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSynth);
* background(220);
* textAlign(CENTER);
* text('tap to play', width/2, height/2);
*
* monoSynth = new p5.MonoSynth();
* }
*
* function playSynth() {
* userStartAudio();
*
* let note = random(['Fb4', 'G4']);
* // note velocity (volume, from 0 to 1)
* let velocity = random();
* // time from now (in seconds)
* let time = 0;
* // note duration (in seconds)
* let dur = 1/6;
*
* monoSynth.play(note, velocity, time, dur);
* }
*
*
*/
p5.MonoSynth.prototype.play = function (note, velocity, secondsFromNow, susTime) {
this.triggerAttack(note, velocity, ~~secondsFromNow);
this.triggerRelease(~~secondsFromNow + (susTime || DEFAULT_SUSTAIN));
};
/**
* Trigger the Attack, and Decay portion of the Envelope.
* Similar to holding down a key on a piano, but it will
* hold the sustain level until you let go.
*
* @param {String | Number} note the note you want to play, specified as a
* frequency in Hertz (Number) or as a midi
* value in Note/Octave format ("C4", "Eb3"...etc")
* See
* Tone. Defaults to 440 hz
* @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)
* @param {Number} [secondsFromNow] time from now (in seconds) at which to play
* @method triggerAttack
* @for p5.MonoSynth
* @example
*
* let monoSynth;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(triggerAttack);
* background(220);
* text('tap here for attack, let go to release', 5, 20, width - 20);
* monoSynth = new p5.MonoSynth();
* }
*
* function triggerAttack() {
* userStartAudio();
*
* monoSynth.triggerAttack("E3");
* }
*
* function mouseReleased() {
* monoSynth.triggerRelease();
* }
*
*/
p5.MonoSynth.prototype.triggerAttack = function (note, velocity, secondsFromNow) {
var secondsFromNow = ~~secondsFromNow;
var freq = noteToFreq(note);
var vel = velocity || 0.1;
this.oscillator.freq(freq, 0, secondsFromNow);
this.env.ramp(this.output.gain, secondsFromNow, vel);
};
/**
* Trigger the release of the Envelope. This is similar to releasing
* the key on a piano and letting the sound fade according to the
* release level and release time.
*
* @param {Number} secondsFromNow time to trigger the release
* @method triggerRelease
* @for p5.MonoSynth
* @example
*
* let monoSynth;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(triggerAttack);
* background(220);
* text('tap here for attack, let go to release', 5, 20, width - 20);
* monoSynth = new p5.MonoSynth();
* }
*
* function triggerAttack() {
* userStartAudio();
*
* monoSynth.triggerAttack("E3");
* }
*
* function mouseReleased() {
* monoSynth.triggerRelease();
* }
*
*/
p5.MonoSynth.prototype.triggerRelease = function (secondsFromNow) {
var secondsFromNow = secondsFromNow || 0;
this.env.ramp(this.output.gain, secondsFromNow, 0);
};
/**
* Set values like a traditional
*
* ADSR envelope
* .
*
* @method setADSR
* @for p5.MonoSynth
* @param {Number} attackTime Time (in seconds before envelope
* reaches Attack Level
* @param {Number} [decayTime] Time (in seconds) before envelope
* reaches Decay/Sustain Level
* @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,
* where 1.0 = attackLevel, 0.0 = releaseLevel.
* The susRatio determines the decayLevel and the level at which the
* sustain portion of the envelope will sustain.
* For example, if attackLevel is 0.4, releaseLevel is 0,
* and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is
* increased to 1.0 (using setRange),
* then decayLevel would increase proportionally, to become 0.5.
* @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
*/
p5.MonoSynth.prototype.setADSR = function (attack, decay, sustain, release) {
this.env.setADSR(attack, decay, sustain, release);
};
/**
* Getters and Setters
* @property {Number} attack
* @for p5.MonoSynth
*/
/**
* @property {Number} decay
* @for p5.MonoSynth
*/
/**
* @property {Number} sustain
* @for p5.MonoSynth
*/
/**
* @property {Number} release
* @for p5.MonoSynth
*/
Object.defineProperties(p5.MonoSynth.prototype, {
'attack': {
get: function get() {
return this.env.aTime;
},
set: function set(attack) {
this.env.setADSR(attack, this.env.dTime, this.env.sPercent, this.env.rTime);
}
},
'decay': {
get: function get() {
return this.env.dTime;
},
set: function set(decay) {
this.env.setADSR(this.env.aTime, decay, this.env.sPercent, this.env.rTime);
}
},
'sustain': {
get: function get() {
return this.env.sPercent;
},
set: function set(sustain) {
this.env.setADSR(this.env.aTime, this.env.dTime, sustain, this.env.rTime);
}
},
'release': {
get: function get() {
return this.env.rTime;
},
set: function set(release) {
this.env.setADSR(this.env.aTime, this.env.dTime, this.env.sPercent, release);
}
}
});
/**
* MonoSynth amp
* @method amp
* @for p5.MonoSynth
* @param {Number} vol desired volume
* @param {Number} [rampTime] Time to reach new volume
* @return {Number} new volume value
*/
p5.MonoSynth.prototype.amp = function (vol, rampTime) {
var t = rampTime || 0;
if (typeof vol !== 'undefined') {
this.oscillator.amp(vol, t);
}
return this.oscillator.amp().value;
};
/**
* Connect to a p5.sound / Web Audio object.
*
* @method connect
* @for p5.MonoSynth
* @param {Object} unit A p5.sound or Web Audio object
*/
p5.MonoSynth.prototype.connect = function (unit) {
var u = unit || p5sound.input;
this.output.connect(u.input ? u.input : u);
};
/**
* Disconnect all outputs
*
* @method disconnect
* @for p5.MonoSynth
*/
p5.MonoSynth.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
}
};
/**
* Get rid of the MonoSynth and free up its resources / memory.
*
* @method dispose
* @for p5.MonoSynth
*/
p5.MonoSynth.prototype.dispose = function () {
AudioVoice.prototype.dispose.apply(this);
if (this.env) {
this.env.dispose();
}
if (this.oscillator) {
this.oscillator.dispose();
}
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function () {
var p5sound = __webpack_require__(1);
/**
* Base class for monophonic synthesizers. Any extensions of this class
* should follow the API and implement the methods below in order to
* remain compatible with p5.PolySynth();
*
* @class p5.AudioVoice
* @constructor
*/
p5.AudioVoice = function () {
this.ac = p5sound.audiocontext;
this.output = this.ac.createGain();
this.connect();
p5sound.soundArray.push(this);
};
p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {};
p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {};
p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {};
p5.AudioVoice.prototype.amp = function (vol, rampTime) {};
/**
* Connect to p5 objects or Web Audio Nodes
* @method connect
* @for p5.AudioVoice
* @param {Object} unit
*/
p5.AudioVoice.prototype.connect = function (unit) {
var u = unit || p5sound.input;
this.output.connect(u.input ? u.input : u);
};
/**
* Disconnect from soundOut
* @method disconnect
* @for p5.AudioVoice
*/
p5.AudioVoice.prototype.disconnect = function () {
this.output.disconnect();
};
p5.AudioVoice.prototype.dispose = function () {
if (this.output) {
this.output.disconnect();
delete this.output;
}
};
return p5.AudioVoice;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var TimelineSignal = __webpack_require__(14);
var noteToFreq = __webpack_require__(6).noteToFreq;
/**
* An AudioVoice is used as a single voice for sound synthesis.
* The PolySynth class holds an array of AudioVoice, and deals
* with voices allocations, with setting notes to be played, and
* parameters to be set.
*
* @class p5.PolySynth
* @constructor
*
* @param {Number} [synthVoice] A monophonic synth voice inheriting
* the AudioVoice class. Defaults to p5.MonoSynth
* @param {Number} [maxVoices] Number of voices, defaults to 8;
* @example
*
* let polySynth;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSynth);
* background(220);
* text('click to play', 20, 20);
*
* polySynth = new p5.PolySynth();
* }
*
* function playSynth() {
* userStartAudio();
*
* // note duration (in seconds)
* let dur = 1.5;
*
* // time from now (in seconds)
* let time = 0;
*
* // velocity (volume, from 0 to 1)
* let vel = 0.1;
*
* // notes can overlap with each other
* polySynth.play('G2', vel, 0, dur);
* polySynth.play('C3', vel, time += 1/3, dur);
* polySynth.play('G3', vel, time += 1/3, dur);
* }
*
**/
p5.PolySynth = function (audioVoice, maxVoices) {
this.audiovoices = [];
/**
* An object that holds information about which notes have been played and
* which notes are currently being played. New notes are added as keys
* on the fly. While a note has been attacked, but not released, the value of the
* key is the audiovoice which is generating that note. When notes are released,
* the value of the key becomes undefined.
* @property notes
*/
this.notes = {};
this._newest = 0;
this._oldest = 0;
/**
* A PolySynth must have at least 1 voice, defaults to 8
* @property polyvalue
*/
this.maxVoices = maxVoices || 8;
/**
* Monosynth that generates the sound for each note that is triggered. The
* p5.PolySynth defaults to using the p5.MonoSynth as its voice.
* @property AudioVoice
*/
this.AudioVoice = audioVoice === undefined ? p5.MonoSynth : audioVoice;
/**
* This value must only change as a note is attacked or released. Due to delay
* and sustain times, Tone.TimelineSignal is required to schedule the change in value.
* @private
* @property {Tone.TimelineSignal} _voicesInUse
*/
this._voicesInUse = new TimelineSignal(0);
this.output = p5sound.audiocontext.createGain();
this.connect();
this._allocateVoices();
p5sound.soundArray.push(this);
};
/**
* Construct the appropriate number of audiovoices
* @private
* @for p5.PolySynth
* @method _allocateVoices
*/
p5.PolySynth.prototype._allocateVoices = function () {
for (var i = 0; i < this.maxVoices; i++) {
this.audiovoices.push(new this.AudioVoice());
this.audiovoices[i].disconnect();
this.audiovoices[i].connect(this.output);
}
};
/**
* Play a note by triggering noteAttack and noteRelease with sustain time
*
* @method play
* @for p5.PolySynth
* @param {Number} [note] midi note to play (ranging from 0 to 127 - 60 being a middle C)
* @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)
* @param {Number} [secondsFromNow] time from now (in seconds) at which to play
* @param {Number} [sustainTime] time to sustain before releasing the envelope
* @example
*
* let polySynth;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSynth);
* background(220);
* text('click to play', 20, 20);
*
* polySynth = new p5.PolySynth();
* }
*
* function playSynth() {
* userStartAudio();
*
* // note duration (in seconds)
* let dur = 1.5;
*
* // time from now (in seconds)
* let time = 0;
*
* // velocity (volume, from 0 to 1)
* let vel = 0.1;
*
* // notes can overlap with each other
* polySynth.play('G2', vel, 0, dur);
* polySynth.play('C3', vel, time += 1/3, dur);
* polySynth.play('G3', vel, time += 1/3, dur);
* }
*
*/
p5.PolySynth.prototype.play = function (note, velocity, secondsFromNow, susTime) {
var susTime = susTime || 1;
this.noteAttack(note, velocity, secondsFromNow);
this.noteRelease(note, secondsFromNow + susTime);
};
/**
* noteADSR sets the envelope for a specific note that has just been triggered.
* Using this method modifies the envelope of whichever audiovoice is being used
* to play the desired note. The envelope should be reset before noteRelease is called
* in order to prevent the modified envelope from being used on other notes.
*
* @method noteADSR
* @for p5.PolySynth
* @param {Number} [note] Midi note on which ADSR should be set.
* @param {Number} [attackTime] Time (in seconds before envelope
* reaches Attack Level
* @param {Number} [decayTime] Time (in seconds) before envelope
* reaches Decay/Sustain Level
* @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,
* where 1.0 = attackLevel, 0.0 = releaseLevel.
* The susRatio determines the decayLevel and the level at which the
* sustain portion of the envelope will sustain.
* For example, if attackLevel is 0.4, releaseLevel is 0,
* and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is
* increased to 1.0 (using setRange),
* then decayLevel would increase proportionally, to become 0.5.
* @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
**/
p5.PolySynth.prototype.noteADSR = function (note, a, d, s, r, timeFromNow) {
var now = p5sound.audiocontext.currentTime;
var timeFromNow = timeFromNow || 0;
var t = now + timeFromNow;
this.audiovoices[this.notes[note].getValueAtTime(t)].setADSR(a, d, s, r);
};
/**
* Set the PolySynths global envelope. This method modifies the envelopes of each
* monosynth so that all notes are played with this envelope.
*
* @method setADSR
* @for p5.PolySynth
* @param {Number} [attackTime] Time (in seconds before envelope
* reaches Attack Level
* @param {Number} [decayTime] Time (in seconds) before envelope
* reaches Decay/Sustain Level
* @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,
* where 1.0 = attackLevel, 0.0 = releaseLevel.
* The susRatio determines the decayLevel and the level at which the
* sustain portion of the envelope will sustain.
* For example, if attackLevel is 0.4, releaseLevel is 0,
* and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is
* increased to 1.0 (using setRange),
* then decayLevel would increase proportionally, to become 0.5.
* @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
**/
p5.PolySynth.prototype.setADSR = function (a, d, s, r) {
this.audiovoices.forEach(function (voice) {
voice.setADSR(a, d, s, r);
});
};
/**
* Trigger the Attack, and Decay portion of a MonoSynth.
* Similar to holding down a key on a piano, but it will
* hold the sustain level until you let go.
*
* @method noteAttack
* @for p5.PolySynth
* @param {Number} [note] midi note on which attack should be triggered.
* @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/
* @param {Number} [secondsFromNow] time from now (in seconds)
* @example
*
* let polySynth = new p5.PolySynth();
* let pitches = ['G', 'D', 'G', 'C'];
* let octaves = [2, 3, 4];
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playChord);
* background(220);
* text('tap to play', 20, 20);
* }
*
* function playChord() {
* userStartAudio();
*
* // play a chord: multiple notes at the same time
* for (let i = 0; i < 4; i++) {
* let note = random(pitches) + random(octaves);
* polySynth.noteAttack(note, 0.1);
* }
* }
*
* function mouseReleased() {
* // release all voices
* polySynth.noteRelease();
* }
*
*/
p5.PolySynth.prototype.noteAttack = function (_note, _velocity, secondsFromNow) {
var secondsFromNow = ~~secondsFromNow;
var acTime = p5sound.audiocontext.currentTime + secondsFromNow;
var note = noteToFreq(_note);
var velocity = _velocity || 0.1;
var currentVoice;
if (this.notes[note] && this.notes[note].getValueAtTime(acTime) !== null) {
this.noteRelease(note, 0);
}
if (this._voicesInUse.getValueAtTime(acTime) < this.maxVoices) {
currentVoice = Math.max(~~this._voicesInUse.getValueAtTime(acTime), 0);
}
else {
currentVoice = this._oldest;
var oldestNote = p5.prototype.freqToMidi(this.audiovoices[this._oldest].oscillator.freq().value);
this.noteRelease(oldestNote);
this._oldest = (this._oldest + 1) % (this.maxVoices - 1);
}
this.notes[note] = new TimelineSignal();
this.notes[note].setValueAtTime(currentVoice, acTime);
var previousVal = this._voicesInUse._searchBefore(acTime) === null ? 0 : this._voicesInUse._searchBefore(acTime).value;
this._voicesInUse.setValueAtTime(previousVal + 1, acTime);
this._updateAfter(acTime, 1);
this._newest = currentVoice;
if (typeof velocity === 'number') {
var maxRange = 1 / this._voicesInUse.getValueAtTime(acTime) * 2;
velocity = velocity > maxRange ? maxRange : velocity;
}
this.audiovoices[currentVoice].triggerAttack(note, velocity, secondsFromNow);
};
/**
* Private method to ensure accurate values of this._voicesInUse
* Any time a new value is scheduled, it is necessary to increment all subsequent
* scheduledValues after attack, and decrement all subsequent
* scheduledValues after release
*
* @private
* @for p5.PolySynth
* @param {[type]} time [description]
* @param {[type]} value [description]
* @return {[type]} [description]
*/
p5.PolySynth.prototype._updateAfter = function (time, value) {
if (this._voicesInUse._searchAfter(time) === null) {
return;
} else {
this._voicesInUse._searchAfter(time).value += value;
var nextTime = this._voicesInUse._searchAfter(time).time;
this._updateAfter(nextTime, value);
}
};
/**
* Trigger the Release of an AudioVoice note. This is similar to releasing
* the key on a piano and letting the sound fade according to the
* release level and release time.
*
* @method noteRelease
* @for p5.PolySynth
* @param {Number} [note] midi note on which attack should be triggered.
* If no value is provided, all notes will be released.
* @param {Number} [secondsFromNow] time to trigger the release
* @example
*
* let polySynth = new p5.PolySynth();
* let pitches = ['G', 'D', 'G', 'C'];
* let octaves = [2, 3, 4];
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playChord);
* background(220);
* text('tap to play', 20, 20);
* }
*
* function playChord() {
* userStartAudio();
*
* // play a chord: multiple notes at the same time
* for (let i = 0; i < 4; i++) {
* let note = random(pitches) + random(octaves);
* polySynth.noteAttack(note, 0.1);
* }
* }
*
* function mouseReleased() {
* // release all voices
* polySynth.noteRelease();
* }
*
*
*/
p5.PolySynth.prototype.noteRelease = function (_note, secondsFromNow) {
var now = p5sound.audiocontext.currentTime;
var tFromNow = secondsFromNow || 0;
var t = now + tFromNow;
if (!_note) {
this.audiovoices.forEach(function (voice) {
voice.triggerRelease(tFromNow);
});
this._voicesInUse.setValueAtTime(0, t);
for (var n in this.notes) {
this.notes[n].dispose();
delete this.notes[n];
}
return;
}
var note = noteToFreq(_note);
if (!this.notes[note] || this.notes[note].getValueAtTime(t) === null) {
console.warn('Cannot release a note that is not already playing');
} else {
var previousVal = Math.max(~~this._voicesInUse.getValueAtTime(t).value, 1);
this._voicesInUse.setValueAtTime(previousVal - 1, t);
if (previousVal > 0) {
this._updateAfter(t, -1);
}
this.audiovoices[this.notes[note].getValueAtTime(t)].triggerRelease(tFromNow);
this.notes[note].dispose();
delete this.notes[note];
this._newest = this._newest === 0 ? 0 : (this._newest - 1) % (this.maxVoices - 1);
}
};
/**
* Connect to a p5.sound / Web Audio object.
*
* @method connect
* @for p5.PolySynth
* @param {Object} unit A p5.sound or Web Audio object
*/
p5.PolySynth.prototype.connect = function (unit) {
var u = unit || p5sound.input;
this.output.connect(u.input ? u.input : u);
};
/**
* Disconnect all outputs
*
* @method disconnect
* @for p5.PolySynth
*/
p5.PolySynth.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
}
};
/**
* Get rid of the MonoSynth and free up its resources / memory.
*
* @method dispose
* @for p5.PolySynth
*/
p5.PolySynth.prototype.dispose = function () {
this.audiovoices.forEach(function (voice) {
voice.dispose();
});
if (this.output) {
this.output.disconnect();
delete this.output;
}
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
__webpack_require__(32);
__webpack_require__(33);
__webpack_require__(17);
var p5SOUND = __webpack_require__(1);
__webpack_require__(6);
__webpack_require__(11);
__webpack_require__(36);
__webpack_require__(40);
__webpack_require__(41);
__webpack_require__(42);
__webpack_require__(43);
__webpack_require__(44);
__webpack_require__(23);
__webpack_require__(47);
__webpack_require__(48);
__webpack_require__(49);
__webpack_require__(50);
__webpack_require__(15);
__webpack_require__(59);
__webpack_require__(61);
__webpack_require__(62);
__webpack_require__(63);
__webpack_require__(64);
__webpack_require__(65);
__webpack_require__(67);
__webpack_require__(68);
__webpack_require__(69);
__webpack_require__(70);
__webpack_require__(71);
__webpack_require__(72);
__webpack_require__(28);
__webpack_require__(30);
__webpack_require__(73);
__webpack_require__(29);
__webpack_require__(28);
__webpack_require__(30);
return p5SOUND;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports) {
!function(){var l,s=[];function p(e){var o=this,n={},i=-1;this.parameters.forEach(function(e,t){var r=s[++i]||(s[i]=new Float32Array(o.bufferSize));r.fill(e.value),n[t]=r}),this.processor.realm.exec("self.sampleRate=sampleRate="+this.context.sampleRate+";self.currentTime=currentTime="+this.context.currentTime);var t=a(e.inputBuffer),r=a(e.outputBuffer);this.instance.process([t],[r],n)}function a(e){for(var t=[],r=0;r= this._length) {\n this._writeIndex = 0;\n } // For excessive frames, the buffer will be overwritten.\n\n\n this._framesAvailable += sourceLength;\n\n if (this._framesAvailable > this._length) {\n this._framesAvailable = this._length;\n }\n }\n /**\n * Pull data out of buffer and fill a given sequence of Float32Arrays.\n *\n * @param {array} arraySequence An array of Float32Arrays.\n */\n\n }, {\n key: \"pull\",\n value: function pull(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // If the FIFO is completely empty, do nothing.\n if (this._framesAvailable === 0) {\n return;\n }\n\n var destinationLength = arraySequence[0].length; // Transfer data from the internal buffer to the |arraySequence| storage.\n\n for (var i = 0; i < destinationLength; ++i) {\n var readIndex = (this._readIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n arraySequence[channel][i] = this._channelData[channel][readIndex];\n }\n }\n\n this._readIndex += destinationLength;\n\n if (this._readIndex >= this._length) {\n this._readIndex = 0;\n }\n\n this._framesAvailable -= destinationLength;\n\n if (this._framesAvailable < 0) {\n this._framesAvailable = 0;\n }\n }\n }, {\n key: \"framesAvailable\",\n get: function get() {\n return this._framesAvailable;\n }\n }]);\n\n return RingBuffer;\n }()\n}[\"default\"];\n\nvar RecorderProcessor =\n/*#__PURE__*/\nfunction (_AudioWorkletProcesso) {\n _inherits(RecorderProcessor, _AudioWorkletProcesso);\n\n function RecorderProcessor(options) {\n var _this;\n\n _classCallCheck(this, RecorderProcessor);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(RecorderProcessor).call(this));\n var processorOptions = options.processorOptions || {};\n _this.numOutputChannels = options.outputChannelCount || 2;\n _this.numInputChannels = processorOptions.numInputChannels || 2;\n _this.bufferSize = processorOptions.bufferSize || 1024;\n _this.recording = false;\n\n _this.clear();\n\n _this.port.onmessage = function (event) {\n var data = event.data;\n\n if (data.name === 'start') {\n _this.record(data.duration);\n } else if (data.name === 'stop') {\n _this.stop();\n }\n };\n\n return _this;\n }\n\n _createClass(RecorderProcessor, [{\n key: \"process\",\n value: function process(inputs) {\n if (!this.recording) {\n return true;\n } else if (this.sampleLimit && this.recordedSamples >= this.sampleLimit) {\n this.stop();\n return true;\n }\n\n var input = inputs[0];\n this.inputRingBuffer.push(input);\n\n if (this.inputRingBuffer.framesAvailable >= this.bufferSize) {\n this.inputRingBuffer.pull(this.inputRingBufferArraySequence);\n\n for (var channel = 0; channel < this.numOutputChannels; ++channel) {\n var inputChannelCopy = this.inputRingBufferArraySequence[channel].slice();\n\n if (channel === 0) {\n this.leftBuffers.push(inputChannelCopy);\n\n if (this.numInputChannels === 1) {\n this.rightBuffers.push(inputChannelCopy);\n }\n } else if (channel === 1 && this.numInputChannels > 1) {\n this.rightBuffers.push(inputChannelCopy);\n }\n }\n\n this.recordedSamples += this.bufferSize;\n }\n\n return true;\n }\n }, {\n key: \"record\",\n value: function record(duration) {\n if (duration) {\n this.sampleLimit = Math.round(duration * sampleRate);\n }\n\n this.recording = true;\n }\n }, {\n key: \"stop\",\n value: function stop() {\n this.recording = false;\n var buffers = this.getBuffers();\n var leftBuffer = buffers[0].buffer;\n var rightBuffer = buffers[1].buffer;\n this.port.postMessage({\n name: 'buffers',\n leftBuffer: leftBuffer,\n rightBuffer: rightBuffer\n }, [leftBuffer, rightBuffer]);\n this.clear();\n }\n }, {\n key: \"getBuffers\",\n value: function getBuffers() {\n var buffers = [];\n buffers.push(this.mergeBuffers(this.leftBuffers));\n buffers.push(this.mergeBuffers(this.rightBuffers));\n return buffers;\n }\n }, {\n key: \"mergeBuffers\",\n value: function mergeBuffers(channelBuffer) {\n var result = new Float32Array(this.recordedSamples);\n var offset = 0;\n var lng = channelBuffer.length;\n\n for (var i = 0; i < lng; i++) {\n var buffer = channelBuffer[i];\n result.set(buffer, offset);\n offset += buffer.length;\n }\n\n return result;\n }\n }, {\n key: \"clear\",\n value: function clear() {\n var _this2 = this;\n\n this.leftBuffers = [];\n this.rightBuffers = [];\n this.inputRingBuffer = new RingBuffer(this.bufferSize, this.numInputChannels);\n this.inputRingBufferArraySequence = new Array(this.numInputChannels).fill(null).map(function () {\n return new Float32Array(_this2.bufferSize);\n });\n this.recordedSamples = 0;\n this.sampleLimit = null;\n }\n }]);\n\n return RecorderProcessor;\n}(_wrapNativeSuper(AudioWorkletProcessor));\n\nregisterProcessor(processorNames.recorderProcessor, RecorderProcessor);");
}),
(function(module, __webpack_exports__, __webpack_require__) {
"use strict";
__webpack_require__.r(__webpack_exports__);
__webpack_exports__["default"] = ("function _typeof(obj) { if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _wrapNativeSuper(Class) { var _cache = typeof Map === \"function\" ? new Map() : undefined; _wrapNativeSuper = function _wrapNativeSuper(Class) { if (Class === null || !_isNativeFunction(Class)) return Class; if (typeof Class !== \"function\") { throw new TypeError(\"Super expression must either be null or a function\"); } if (typeof _cache !== \"undefined\") { if (_cache.has(Class)) return _cache.get(Class); _cache.set(Class, Wrapper); } function Wrapper() { return _construct(Class, arguments, _getPrototypeOf(this).constructor); } Wrapper.prototype = Object.create(Class.prototype, { constructor: { value: Wrapper, enumerable: false, writable: true, configurable: true } }); return _setPrototypeOf(Wrapper, Class); }; return _wrapNativeSuper(Class); }\n\nfunction isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _construct(Parent, args, Class) { if (isNativeReflectConstruct()) { _construct = Reflect.construct; } else { _construct = function _construct(Parent, args, Class) { var a = [null]; a.push.apply(a, args); var Constructor = Function.bind.apply(Parent, a); var instance = new Constructor(); if (Class) _setPrototypeOf(instance, Class.prototype); return instance; }; } return _construct.apply(null, arguments); }\n\nfunction _isNativeFunction(fn) { return Function.toString.call(fn).indexOf(\"[native code]\") !== -1; }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\n// import dependencies via preval.require so that they're available as values at compile time\nvar processorNames = {\n \"recorderProcessor\": \"recorder-processor\",\n \"soundFileProcessor\": \"sound-file-processor\",\n \"amplitudeProcessor\": \"amplitude-processor\"\n};\nvar RingBuffer = {\n \"default\":\n /*#__PURE__*/\n function () {\n /**\n * @constructor\n * @param {number} length Buffer length in frames.\n * @param {number} channelCount Buffer channel count.\n */\n function RingBuffer(length, channelCount) {\n _classCallCheck(this, RingBuffer);\n\n this._readIndex = 0;\n this._writeIndex = 0;\n this._framesAvailable = 0;\n this._channelCount = channelCount;\n this._length = length;\n this._channelData = [];\n\n for (var i = 0; i < this._channelCount; ++i) {\n this._channelData[i] = new Float32Array(length);\n }\n }\n /**\n * Getter for Available frames in buffer.\n *\n * @return {number} Available frames in buffer.\n */\n\n\n _createClass(RingBuffer, [{\n key: \"push\",\n\n /**\n * Push a sequence of Float32Arrays to buffer.\n *\n * @param {array} arraySequence A sequence of Float32Arrays.\n */\n value: function push(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // Transfer data from the |arraySequence| storage to the internal buffer.\n var sourceLength = arraySequence[0].length;\n\n for (var i = 0; i < sourceLength; ++i) {\n var writeIndex = (this._writeIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n this._channelData[channel][writeIndex] = arraySequence[channel][i];\n }\n }\n\n this._writeIndex += sourceLength;\n\n if (this._writeIndex >= this._length) {\n this._writeIndex = 0;\n } // For excessive frames, the buffer will be overwritten.\n\n\n this._framesAvailable += sourceLength;\n\n if (this._framesAvailable > this._length) {\n this._framesAvailable = this._length;\n }\n }\n /**\n * Pull data out of buffer and fill a given sequence of Float32Arrays.\n *\n * @param {array} arraySequence An array of Float32Arrays.\n */\n\n }, {\n key: \"pull\",\n value: function pull(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // If the FIFO is completely empty, do nothing.\n if (this._framesAvailable === 0) {\n return;\n }\n\n var destinationLength = arraySequence[0].length; // Transfer data from the internal buffer to the |arraySequence| storage.\n\n for (var i = 0; i < destinationLength; ++i) {\n var readIndex = (this._readIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n arraySequence[channel][i] = this._channelData[channel][readIndex];\n }\n }\n\n this._readIndex += destinationLength;\n\n if (this._readIndex >= this._length) {\n this._readIndex = 0;\n }\n\n this._framesAvailable -= destinationLength;\n\n if (this._framesAvailable < 0) {\n this._framesAvailable = 0;\n }\n }\n }, {\n key: \"framesAvailable\",\n get: function get() {\n return this._framesAvailable;\n }\n }]);\n\n return RingBuffer;\n }()\n}[\"default\"];\n\nvar SoundFileProcessor =\n/*#__PURE__*/\nfunction (_AudioWorkletProcesso) {\n _inherits(SoundFileProcessor, _AudioWorkletProcesso);\n\n function SoundFileProcessor(options) {\n var _this;\n\n _classCallCheck(this, SoundFileProcessor);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(SoundFileProcessor).call(this));\n var processorOptions = options.processorOptions || {};\n _this.bufferSize = processorOptions.bufferSize || 256;\n _this.inputRingBuffer = new RingBuffer(_this.bufferSize, 1);\n _this.inputRingBufferArraySequence = [new Float32Array(_this.bufferSize)];\n return _this;\n }\n\n _createClass(SoundFileProcessor, [{\n key: \"process\",\n value: function process(inputs) {\n var input = inputs[0]; // we only care about the first input channel, because that contains the position data\n\n this.inputRingBuffer.push([input[0]]);\n\n if (this.inputRingBuffer.framesAvailable >= this.bufferSize) {\n this.inputRingBuffer.pull(this.inputRingBufferArraySequence);\n var inputChannel = this.inputRingBufferArraySequence[0];\n var position = inputChannel[inputChannel.length - 1] || 0;\n this.port.postMessage({\n name: 'position',\n position: position\n });\n }\n\n return true;\n }\n }]);\n\n return SoundFileProcessor;\n}(_wrapNativeSuper(AudioWorkletProcessor));\n\nregisterProcessor(processorNames.soundFileProcessor, SoundFileProcessor);");
}),
(function(module, __webpack_exports__, __webpack_require__) {
"use strict";
__webpack_require__.r(__webpack_exports__);
__webpack_exports__["default"] = ("function _typeof(obj) { if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _wrapNativeSuper(Class) { var _cache = typeof Map === \"function\" ? new Map() : undefined; _wrapNativeSuper = function _wrapNativeSuper(Class) { if (Class === null || !_isNativeFunction(Class)) return Class; if (typeof Class !== \"function\") { throw new TypeError(\"Super expression must either be null or a function\"); } if (typeof _cache !== \"undefined\") { if (_cache.has(Class)) return _cache.get(Class); _cache.set(Class, Wrapper); } function Wrapper() { return _construct(Class, arguments, _getPrototypeOf(this).constructor); } Wrapper.prototype = Object.create(Class.prototype, { constructor: { value: Wrapper, enumerable: false, writable: true, configurable: true } }); return _setPrototypeOf(Wrapper, Class); }; return _wrapNativeSuper(Class); }\n\nfunction isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _construct(Parent, args, Class) { if (isNativeReflectConstruct()) { _construct = Reflect.construct; } else { _construct = function _construct(Parent, args, Class) { var a = [null]; a.push.apply(a, args); var Constructor = Function.bind.apply(Parent, a); var instance = new Constructor(); if (Class) _setPrototypeOf(instance, Class.prototype); return instance; }; } return _construct.apply(null, arguments); }\n\nfunction _isNativeFunction(fn) { return Function.toString.call(fn).indexOf(\"[native code]\") !== -1; }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\n// import dependencies via preval.require so that they're available as values at compile time\nvar processorNames = {\n \"recorderProcessor\": \"recorder-processor\",\n \"soundFileProcessor\": \"sound-file-processor\",\n \"amplitudeProcessor\": \"amplitude-processor\"\n};\nvar RingBuffer = {\n \"default\":\n /*#__PURE__*/\n function () {\n /**\n * @constructor\n * @param {number} length Buffer length in frames.\n * @param {number} channelCount Buffer channel count.\n */\n function RingBuffer(length, channelCount) {\n _classCallCheck(this, RingBuffer);\n\n this._readIndex = 0;\n this._writeIndex = 0;\n this._framesAvailable = 0;\n this._channelCount = channelCount;\n this._length = length;\n this._channelData = [];\n\n for (var i = 0; i < this._channelCount; ++i) {\n this._channelData[i] = new Float32Array(length);\n }\n }\n /**\n * Getter for Available frames in buffer.\n *\n * @return {number} Available frames in buffer.\n */\n\n\n _createClass(RingBuffer, [{\n key: \"push\",\n\n /**\n * Push a sequence of Float32Arrays to buffer.\n *\n * @param {array} arraySequence A sequence of Float32Arrays.\n */\n value: function push(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // Transfer data from the |arraySequence| storage to the internal buffer.\n var sourceLength = arraySequence[0].length;\n\n for (var i = 0; i < sourceLength; ++i) {\n var writeIndex = (this._writeIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n this._channelData[channel][writeIndex] = arraySequence[channel][i];\n }\n }\n\n this._writeIndex += sourceLength;\n\n if (this._writeIndex >= this._length) {\n this._writeIndex = 0;\n } // For excessive frames, the buffer will be overwritten.\n\n\n this._framesAvailable += sourceLength;\n\n if (this._framesAvailable > this._length) {\n this._framesAvailable = this._length;\n }\n }\n /**\n * Pull data out of buffer and fill a given sequence of Float32Arrays.\n *\n * @param {array} arraySequence An array of Float32Arrays.\n */\n\n }, {\n key: \"pull\",\n value: function pull(arraySequence) {\n // The channel count of arraySequence and the length of each channel must\n // match with this buffer obejct.\n // If the FIFO is completely empty, do nothing.\n if (this._framesAvailable === 0) {\n return;\n }\n\n var destinationLength = arraySequence[0].length; // Transfer data from the internal buffer to the |arraySequence| storage.\n\n for (var i = 0; i < destinationLength; ++i) {\n var readIndex = (this._readIndex + i) % this._length;\n\n for (var channel = 0; channel < this._channelCount; ++channel) {\n arraySequence[channel][i] = this._channelData[channel][readIndex];\n }\n }\n\n this._readIndex += destinationLength;\n\n if (this._readIndex >= this._length) {\n this._readIndex = 0;\n }\n\n this._framesAvailable -= destinationLength;\n\n if (this._framesAvailable < 0) {\n this._framesAvailable = 0;\n }\n }\n }, {\n key: \"framesAvailable\",\n get: function get() {\n return this._framesAvailable;\n }\n }]);\n\n return RingBuffer;\n }()\n}[\"default\"];\n\nvar AmplitudeProcessor =\n/*#__PURE__*/\nfunction (_AudioWorkletProcesso) {\n _inherits(AmplitudeProcessor, _AudioWorkletProcesso);\n\n function AmplitudeProcessor(options) {\n var _this;\n\n _classCallCheck(this, AmplitudeProcessor);\n\n _this = _possibleConstructorReturn(this, _getPrototypeOf(AmplitudeProcessor).call(this));\n var processorOptions = options.processorOptions || {};\n _this.numOutputChannels = options.outputChannelCount || 1;\n _this.numInputChannels = processorOptions.numInputChannels || 2;\n _this.normalize = processorOptions.normalize || false;\n _this.smoothing = processorOptions.smoothing || 0;\n _this.bufferSize = processorOptions.bufferSize || 2048;\n _this.inputRingBuffer = new RingBuffer(_this.bufferSize, _this.numInputChannels);\n _this.outputRingBuffer = new RingBuffer(_this.bufferSize, _this.numOutputChannels);\n _this.inputRingBufferArraySequence = new Array(_this.numInputChannels).fill(null).map(function () {\n return new Float32Array(_this.bufferSize);\n });\n _this.stereoVol = [0, 0];\n _this.stereoVolNorm = [0, 0];\n _this.volMax = 0.001;\n\n _this.port.onmessage = function (event) {\n var data = event.data;\n\n if (data.name === 'toggleNormalize') {\n _this.normalize = data.normalize;\n } else if (data.name === 'smoothing') {\n _this.smoothing = Math.max(0, Math.min(1, data.smoothing));\n }\n };\n\n return _this;\n } // TO DO make this stereo / dependent on # of audio channels\n\n\n _createClass(AmplitudeProcessor, [{\n key: \"process\",\n value: function process(inputs, outputs) {\n var input = inputs[0];\n var output = outputs[0];\n var smoothing = this.smoothing;\n this.inputRingBuffer.push(input);\n\n if (this.inputRingBuffer.framesAvailable >= this.bufferSize) {\n this.inputRingBuffer.pull(this.inputRingBufferArraySequence);\n\n for (var channel = 0; channel < this.numInputChannels; ++channel) {\n var inputBuffer = this.inputRingBufferArraySequence[channel];\n var bufLength = inputBuffer.length;\n var sum = 0;\n\n for (var i = 0; i < bufLength; i++) {\n var x = inputBuffer[i];\n\n if (this.normalize) {\n sum += Math.max(Math.min(x / this.volMax, 1), -1) * Math.max(Math.min(x / this.volMax, 1), -1);\n } else {\n sum += x * x;\n }\n } // ... then take the square root of the sum.\n\n\n var rms = Math.sqrt(sum / bufLength);\n this.stereoVol[channel] = Math.max(rms, this.stereoVol[channel] * smoothing);\n this.volMax = Math.max(this.stereoVol[channel], this.volMax);\n } // calculate stero normalized volume and add volume from all channels together\n\n\n var volSum = 0;\n\n for (var index = 0; index < this.stereoVol.length; index++) {\n this.stereoVolNorm[index] = Math.max(Math.min(this.stereoVol[index] / this.volMax, 1), 0);\n volSum += this.stereoVol[index];\n } // volume is average of channels\n\n\n var volume = volSum / this.stereoVol.length; // normalized value\n\n var volNorm = Math.max(Math.min(volume / this.volMax, 1), 0);\n this.port.postMessage({\n name: 'amplitude',\n volume: volume,\n volNorm: volNorm,\n stereoVol: this.stereoVol,\n stereoVolNorm: this.stereoVolNorm\n }); // pass input through to output\n\n this.outputRingBuffer.push(this.inputRingBufferArraySequence);\n } // pull 128 frames out of the ring buffer\n // if the ring buffer does not have enough frames, the output will be silent\n\n\n this.outputRingBuffer.pull(output);\n return true;\n }\n }]);\n\n return AmplitudeProcessor;\n}(_wrapNativeSuper(AudioWorkletProcessor));\n\nregisterProcessor(processorNames.amplitudeProcessor, AmplitudeProcessor);");
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var ac = p5sound.audiocontext;
if (typeof ac.createStereoPanner !== 'undefined') {
p5.Panner = function (input, output) {
this.stereoPanner = this.input = ac.createStereoPanner();
input.connect(this.stereoPanner);
this.stereoPanner.connect(output);
};
p5.Panner.prototype.pan = function (val, tFromNow) {
var time = tFromNow || 0;
var t = ac.currentTime + time;
this.stereoPanner.pan.linearRampToValueAtTime(val, t);
};
p5.Panner.prototype.inputChannels = function () {};
p5.Panner.prototype.connect = function (obj) {
this.stereoPanner.connect(obj);
};
p5.Panner.prototype.disconnect = function () {
if (this.stereoPanner) {
this.stereoPanner.disconnect();
}
};
} else {
p5.Panner = function (input, output, numInputChannels) {
this.input = ac.createGain();
input.connect(this.input);
this.left = ac.createGain();
this.right = ac.createGain();
this.left.channelInterpretation = 'discrete';
this.right.channelInterpretation = 'discrete';
if (numInputChannels > 1) {
this.splitter = ac.createChannelSplitter(2);
this.input.connect(this.splitter);
this.splitter.connect(this.left, 1);
this.splitter.connect(this.right, 0);
} else {
this.input.connect(this.left);
this.input.connect(this.right);
}
this.output = ac.createChannelMerger(2);
this.left.connect(this.output, 0, 1);
this.right.connect(this.output, 0, 0);
this.output.connect(output);
};
p5.Panner.prototype.pan = function (val, tFromNow) {
var time = tFromNow || 0;
var t = ac.currentTime + time;
var v = (val + 1) / 2;
var rightVal = Math.cos(v * Math.PI / 2);
var leftVal = Math.sin(v * Math.PI / 2);
this.left.gain.linearRampToValueAtTime(leftVal, t);
this.right.gain.linearRampToValueAtTime(rightVal, t);
};
p5.Panner.prototype.inputChannels = function (numChannels) {
if (numChannels === 1) {
this.input.disconnect();
this.input.connect(this.left);
this.input.connect(this.right);
} else if (numChannels === 2) {
if (_typeof(this.splitter === 'undefined')) {
this.splitter = ac.createChannelSplitter(2);
}
this.input.disconnect();
this.input.connect(this.splitter);
this.splitter.connect(this.left, 1);
this.splitter.connect(this.right, 0);
}
};
p5.Panner.prototype.connect = function (obj) {
this.output.connect(obj);
};
p5.Panner.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
}
};
}
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var CustomError = __webpack_require__(11);
var p5sound = __webpack_require__(1);
var ac = p5sound.audiocontext;
var _require = __webpack_require__(6),
midiToFreq = _require.midiToFreq,
convertToWav = _require.convertToWav,
safeBufferSize = _require.safeBufferSize;
var processorNames = __webpack_require__(10);
/**
*
SoundFile object with a path to a file.
*
*
The p5.SoundFile may not be available immediately because
* it loads the file information asynchronously.
*
*
To do something with the sound as soon as it loads
* pass the name of a function as the second parameter.
*
*
Only one file path is required. However, audio file formats
* (i.e. mp3, ogg, wav and m4a/aac) are not supported by all
* web browsers. If you want to ensure compatability, instead of a single
* file path, you may include an Array of filepaths, and the browser will
* choose a format that works.
*
* @class p5.SoundFile
* @constructor
* @param {String|Array} path path to a sound file (String). Optionally,
* you may include multiple file formats in
* an array. Alternately, accepts an object
* from the HTML5 File API, or a p5.File.
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if file fails to
* load. This function will receive an error or
* XMLHttpRequest object with information
* about what went wrong.
* @param {Function} [whileLoadingCallback] Name of a function to call while file
* is loading. That function will
* receive progress of the request to
* load the sound file
* (between 0 and 1) as its first
* parameter. This progress
* does not account for the additional
* time needed to decode the audio data.
*
* @example
*
* let mySound;
* function preload() {
* soundFormats('mp3', 'ogg');
* mySound = loadSound('assets/doorbell');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* text('tap here to play', 10, 20);
* }
*
* function canvasPressed() {
* // playing a sound file on a user gesture
* // is equivalent to `userStartAudio()`
* mySound.play();
* }
*
*/
p5.SoundFile = function (paths, onload, onerror, whileLoading) {
if (typeof paths !== 'undefined') {
if (typeof paths === 'string' || typeof paths[0] === 'string') {
var path = p5.prototype._checkFileFormats(paths);
this.url = path;
} else if (_typeof(paths) === 'object') {
if (!(window.File && window.FileReader && window.FileList && window.Blob)) {
throw 'Unable to load file because the File API is not supported';
}
}
if (paths.file) {
paths = paths.file;
}
this.file = paths;
}
this._onended = function () {};
this._looping = false;
this._playing = false;
this._paused = false;
this._pauseTime = 0;
this._cues = [];
this._cueIDCounter = 0;
this._lastPos = 0;
this._counterNode = null;
this._workletNode = null;
this.bufferSourceNodes = [];
this.bufferSourceNode = null;
this.buffer = null;
this.playbackRate = 1;
this.input = p5sound.audiocontext.createGain();
this.output = p5sound.audiocontext.createGain();
this.reversed = false;
this.startTime = 0;
this.endTime = null;
this.pauseTime = 0;
this.mode = 'sustain';
this.startMillis = null;
this.panPosition = 0.0;
this.panner = new p5.Panner(this.output, p5sound.input, 2);
if (this.url || this.file) {
this.load(onload, onerror);
}
p5sound.soundArray.push(this);
if (typeof whileLoading === 'function') {
this._whileLoading = whileLoading;
} else {
this._whileLoading = function () {};
}
this._clearOnEnd = _clearOnEnd.bind(this);
};
p5.prototype.registerPreloadMethod('loadSound', p5.prototype);
/**
* loadSound() returns a new p5.SoundFile from a specified
* path. If called during preload(), the p5.SoundFile will be ready
* to play in time for setup() and draw(). If called outside of
* preload, the p5.SoundFile will not be ready immediately, so
* loadSound accepts a callback as the second parameter. Using a
*
* local server is recommended when loading external files.
*
* @method loadSound
* @for p5
* @param {String|Array} path Path to the sound file, or an array with
* paths to soundfiles in multiple formats
* i.e. ['sound.ogg', 'sound.mp3'].
* Alternately, accepts an object: either
* from the HTML5 File API, or a p5.File.
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if there is
* an error loading the file.
* @param {Function} [whileLoading] Name of a function to call while file is loading.
* This function will receive the percentage loaded
* so far, from 0.0 to 1.0.
* @return {SoundFile} Returns a p5.SoundFile
* @example
*
* let mySound;
* function preload() {
* soundFormats('mp3', 'ogg');
* mySound = loadSound('assets/doorbell');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* text('tap here to play', 10, 20);
* }
*
* function canvasPressed() {
* // playing a sound file on a user gesture
* // is equivalent to `userStartAudio()`
* mySound.play();
* }
*
*/
p5.prototype.loadSound = function (path, callback, onerror, whileLoading) {
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
window.alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
var self = this;
var s = new p5.SoundFile(path, function () {
if (typeof callback === 'function') {
callback.apply(self, arguments);
}
if (typeof self._decrementPreload === 'function') {
self._decrementPreload();
}
}, onerror, whileLoading);
return s;
};
/**
* This is a helper function that the p5.SoundFile calls to load
* itself. Accepts a callback (the name of another function)
* as an optional parameter.
*
* @private
* @for p5.SoundFile
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if there is an error
*/
p5.SoundFile.prototype.load = function (callback, errorCallback) {
var self = this;
var errorTrace = new Error().stack;
if (this.url !== undefined && this.url !== '') {
var request = new XMLHttpRequest();
request.addEventListener('progress', function (evt) {
self._updateProgress(evt);
}, false);
request.open('GET', this.url, true);
request.responseType = 'arraybuffer';
request.onload = function () {
if (request.status === 200) {
if (!self.panner) return;
ac.decodeAudioData(request.response,
function (buff) {
if (!self.panner) return;
self.buffer = buff;
self.panner.inputChannels(buff.numberOfChannels);
if (callback) {
callback(self);
}
},
function () {
if (!self.panner) return;
var err = new CustomError('decodeAudioData', errorTrace, self.url);
var msg = 'AudioContext error at decodeAudioData for ' + self.url;
if (errorCallback) {
err.msg = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
});
}
else {
if (!self.panner) return;
var err = new CustomError('loadSound', errorTrace, self.url);
var msg = 'Unable to load ' + self.url + '. The request status was: ' + request.status + ' (' + request.statusText + ')';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
}
};
request.onerror = function () {
var err = new CustomError('loadSound', errorTrace, self.url);
var msg = 'There was no response from the server at ' + self.url + '. Check the url and internet connectivity.';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
};
request.send();
} else if (this.file !== undefined) {
var reader = new FileReader();
reader.onload = function () {
if (!self.panner) return;
ac.decodeAudioData(reader.result, function (buff) {
if (!self.panner) return;
self.buffer = buff;
self.panner.inputChannels(buff.numberOfChannels);
if (callback) {
callback(self);
}
});
};
reader.onerror = function (e) {
if (!self.panner) return;
if (onerror) {
onerror(e);
}
};
reader.readAsArrayBuffer(this.file);
}
};
p5.SoundFile.prototype._updateProgress = function (evt) {
if (evt.lengthComputable) {
var percentComplete = evt.loaded / evt.total * 0.99;
this._whileLoading(percentComplete, evt);
} else {
this._whileLoading('size unknown');
}
};
/**
* Returns true if the sound file finished loading successfully.
*
* @method isLoaded
* @for p5.SoundFile
* @return {Boolean}
*/
p5.SoundFile.prototype.isLoaded = function () {
if (this.buffer) {
return true;
} else {
return false;
}
};
/**
* Play the p5.SoundFile
*
* @method play
* @for p5.SoundFile
* @param {Number} [startTime] (optional) schedule playback to start (in seconds from now).
* @param {Number} [rate] (optional) playback rate
* @param {Number} [amp] (optional) amplitude (volume)
* of playback
* @param {Number} [cueStart] (optional) cue start time in seconds
* @param {Number} [duration] (optional) duration of playback in seconds
*/
p5.SoundFile.prototype.play = function (startTime, rate, amp, _cueStart, duration) {
if (!this.output) {
console.warn('SoundFile.play() called after dispose');
return;
}
var now = p5sound.audiocontext.currentTime;
var cueStart, cueEnd;
var time = startTime || 0;
if (time < 0) {
time = 0;
}
time = time + now;
if (typeof rate !== 'undefined') {
this.rate(rate);
}
if (typeof amp !== 'undefined') {
this.setVolume(amp);
}
if (this.buffer) {
this._pauseTime = 0;
if (this.mode === 'restart' && this.buffer && this.bufferSourceNode) {
this.bufferSourceNode.stop(time);
this._counterNode.stop(time);
}
if (this.mode === 'untildone' && this.isPlaying()) {
return;
}
this.bufferSourceNode = this._initSourceNode();
delete this._counterNode;
this._counterNode = this._initCounterNode();
if (_cueStart) {
if (_cueStart >= 0 && _cueStart < this.buffer.duration) {
cueStart = _cueStart;
} else {
throw 'start time out of range';
}
} else {
cueStart = 0;
}
if (duration) {
duration = duration <= this.buffer.duration - cueStart ? duration : this.buffer.duration;
}
if (this._paused) {
this.bufferSourceNode.start(time, this.pauseTime, duration);
this._counterNode.start(time, this.pauseTime, duration);
} else {
this.bufferSourceNode.start(time, cueStart, duration);
this._counterNode.start(time, cueStart, duration);
}
this._playing = true;
this._paused = false;
this.bufferSourceNodes.push(this.bufferSourceNode);
this.bufferSourceNode._arrayIndex = this.bufferSourceNodes.length - 1;
this.bufferSourceNode.addEventListener('ended', this._clearOnEnd);
}
else {
throw 'not ready to play file, buffer has yet to load. Try preload()';
}
this.bufferSourceNode.loop = this._looping;
this._counterNode.loop = this._looping;
if (this._looping === true) {
cueEnd = duration ? duration : cueStart - 0.000000000000001;
this.bufferSourceNode.loopStart = cueStart;
this.bufferSourceNode.loopEnd = cueEnd;
this._counterNode.loopStart = cueStart;
this._counterNode.loopEnd = cueEnd;
}
};
/**
* p5.SoundFile has two play modes: restart and
* sustain. Play Mode determines what happens to a
* p5.SoundFile if it is triggered while in the middle of playback.
* In sustain mode, playback will continue simultaneous to the
* new playback. In restart mode, play() will stop playback
* and start over. With untilDone, a sound will play only if it's
* not already playing. Sustain is the default mode.
*
* @method playMode
* @for p5.SoundFile
* @param {String} str 'restart' or 'sustain' or 'untilDone'
* @example
*
*/
p5.SoundFile.prototype.playMode = function (str) {
var s = str.toLowerCase();
if (s === 'restart' && this.buffer && this.bufferSourceNode) {
for (var i = 0; i < this.bufferSourceNodes.length - 1; i++) {
var now = p5sound.audiocontext.currentTime;
this.bufferSourceNodes[i].stop(now);
}
}
if (s === 'restart' || s === 'sustain' || s === 'untildone') {
this.mode = s;
} else {
throw 'Invalid play mode. Must be either "restart" or "sustain"';
}
};
/**
* Pauses a file that is currently playing. If the file is not
* playing, then nothing will happen.
*
* After pausing, .play() will resume from the paused
* position.
* If p5.SoundFile had been set to loop before it was paused,
* it will continue to loop after it is unpaused with .play().
*
* @method pause
* @for p5.SoundFile
* @param {Number} [startTime] (optional) schedule event to occur
* seconds from now
* @example
*
* let soundFile;
* function preload() {
* soundFormats('ogg', 'mp3');
* soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');
* }
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* text('tap to play, release to pause', 10, 20, width - 20);
* }
* function canvasPressed() {
* soundFile.loop();
* background(0, 200, 50);
* }
* function mouseReleased() {
* soundFile.pause();
* background(220);
* }
*
*
*/
p5.SoundFile.prototype.pause = function (startTime) {
var now = p5sound.audiocontext.currentTime;
var time = startTime || 0;
var pTime = time + now;
if (this.isPlaying() && this.buffer && this.bufferSourceNode) {
this._paused = true;
this._playing = false;
this.pauseTime = this.currentTime();
this.bufferSourceNode.stop(pTime);
this._counterNode.stop(pTime);
this._pauseTime = this.currentTime();
} else {
this._pauseTime = 0;
}
};
/**
* Loop the p5.SoundFile. Accepts optional parameters to set the
* playback rate, playback volume, loopStart, loopEnd.
*
* @method loop
* @for p5.SoundFile
* @param {Number} [startTime] (optional) schedule event to occur
* seconds from now
* @param {Number} [rate] (optional) playback rate
* @param {Number} [amp] (optional) playback volume
* @param {Number} [cueLoopStart] (optional) startTime in seconds
* @param {Number} [duration] (optional) loop duration in seconds
* @example
*
* let soundFile;
* let loopStart = 0.5;
* let loopDuration = 0.2;
* function preload() {
* soundFormats('ogg', 'mp3');
* soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');
* }
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* text('tap to play, release to pause', 10, 20, width - 20);
* }
* function canvasPressed() {
* soundFile.loop();
* background(0, 200, 50);
* }
* function mouseReleased() {
* soundFile.pause();
* background(220);
* }
*
*
*/
p5.SoundFile.prototype.loop = function (startTime, rate, amp, loopStart, duration) {
this._looping = true;
this.play(startTime, rate, amp, loopStart, duration);
};
/**
* Set a p5.SoundFile's looping flag to true or false. If the sound
* is currently playing, this change will take effect when it
* reaches the end of the current playback.
*
* @method setLoop
* @for p5.SoundFile
* @param {Boolean} Boolean set looping to true or false
*/
p5.SoundFile.prototype.setLoop = function (bool) {
if (bool === true) {
this._looping = true;
} else if (bool === false) {
this._looping = false;
} else {
throw 'Error: setLoop accepts either true or false';
}
if (this.bufferSourceNode) {
this.bufferSourceNode.loop = this._looping;
this._counterNode.loop = this._looping;
}
};
/**
* Returns 'true' if a p5.SoundFile is currently looping and playing, 'false' if not.
*
* @method isLooping
* @for p5.SoundFile
* @return {Boolean}
*/
p5.SoundFile.prototype.isLooping = function () {
if (!this.bufferSourceNode) {
return false;
}
if (this._looping === true && this.isPlaying() === true) {
return true;
}
return false;
};
/**
* Returns true if a p5.SoundFile is playing, false if not (i.e.
* paused or stopped).
*
* @method isPlaying
* @for p5.SoundFile
* @return {Boolean}
*/
p5.SoundFile.prototype.isPlaying = function () {
return this._playing;
};
/**
* Returns true if a p5.SoundFile is paused, false if not (i.e.
* playing or stopped).
*
* @method isPaused
* @for p5.SoundFile
* @return {Boolean}
*/
p5.SoundFile.prototype.isPaused = function () {
return this._paused;
};
/**
* Stop soundfile playback.
*
* @method stop
* @for p5.SoundFile
* @param {Number} [startTime] (optional) schedule event to occur
* in seconds from now
*/
p5.SoundFile.prototype.stop = function (timeFromNow) {
var time = timeFromNow || 0;
if (this.mode === 'sustain' || this.mode === 'untildone') {
this.stopAll(time);
this._playing = false;
this.pauseTime = 0;
this._paused = false;
} else if (this.buffer && this.bufferSourceNode) {
var now = p5sound.audiocontext.currentTime;
var t = time || 0;
this.pauseTime = 0;
this.bufferSourceNode.stop(now + t);
this._counterNode.stop(now + t);
this._playing = false;
this._paused = false;
}
};
/**
* Stop playback on all of this soundfile's sources.
* @private
*/
p5.SoundFile.prototype.stopAll = function (_time) {
var now = p5sound.audiocontext.currentTime;
var time = _time || 0;
if (this.buffer && this.bufferSourceNode) {
for (var i in this.bufferSourceNodes) {
var bufferSourceNode = this.bufferSourceNodes[i];
if (!!bufferSourceNode) {
try {
bufferSourceNode.stop(now + time);
} catch (e) {
}
}
}
this._counterNode.stop(now + time);
this._onended(this);
}
};
/**
* Multiply the output volume (amplitude) of a sound file
* between 0.0 (silence) and 1.0 (full volume).
* 1.0 is the maximum amplitude of a digital sound, so multiplying
* by greater than 1.0 may cause digital distortion. To
* fade, provide a rampTime parameter. For more
* complex fades, see the Envelope class.
*
* Alternately, you can pass in a signal source such as an
* oscillator to modulate the amplitude with an audio signal.
*
* @method setVolume
* @for p5.SoundFile
* @param {Number|Object} volume Volume (amplitude) between 0.0
* and 1.0 or modulating signal/oscillator
* @param {Number} [rampTime] Fade for t seconds
* @param {Number} [timeFromNow] Schedule this event to happen at
* t seconds in the future
*/
p5.SoundFile.prototype.setVolume = function (vol, _rampTime, _tFromNow) {
if (typeof vol === 'number') {
var rampTime = _rampTime || 0;
var tFromNow = _tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now + tFromNow);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
} else if (vol) {
vol.connect(this.output.gain);
} else {
return this.output.gain;
}
};
p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;
p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;
p5.SoundFile.prototype.getVolume = function () {
return this.output.gain.value;
};
/**
* Set the stereo panning of a p5.sound object to
* a floating point number between -1.0 (left) and 1.0 (right).
* Default is 0.0 (center).
*
* @method pan
* @for p5.SoundFile
* @param {Number} [panValue] Set the stereo panner
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
* @example
*
* let ballX = 0;
* let soundFile;
*
* function preload() {
* soundFormats('ogg', 'mp3');
* soundFile = loadSound('assets/beatbox.mp3');
* }
*
* function draw() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* ballX = constrain(mouseX, 0, width);
* ellipse(ballX, height/2, 20, 20);
* }
*
* function canvasPressed(){
* // map the ball's x location to a panning degree
* // between -1.0 (left) and 1.0 (right)
* let panning = map(ballX, 0., width,-1.0, 1.0);
* soundFile.pan(panning);
* soundFile.play();
* }
*
*/
p5.SoundFile.prototype.pan = function (pval, tFromNow) {
this.panPosition = pval;
this.panner.pan(pval, tFromNow);
};
/**
* Returns the current stereo pan position (-1.0 to 1.0)
*
* @method getPan
* @for p5.SoundFile
* @return {Number} Returns the stereo pan setting of the Oscillator
* as a number between -1.0 (left) and 1.0 (right).
* 0.0 is center and default.
*/
p5.SoundFile.prototype.getPan = function () {
return this.panPosition;
};
/**
* Set the playback rate of a sound file. Will change the speed and the pitch.
* Values less than zero will reverse the audio buffer.
*
* @method rate
* @for p5.SoundFile
* @param {Number} [playbackRate] Set the playback rate. 1.0 is normal,
* .5 is half-speed, 2.0 is twice as fast.
* Values less than zero play backwards.
* @example
*
* let mySound;
*
* function preload() {
* mySound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* }
* function canvasPressed() {
* mySound.loop();
* }
* function mouseReleased() {
* mySound.pause();
* }
* function draw() {
* background(220);
*
* // Set the rate to a range between 0.1 and 4
* // Changing the rate also alters the pitch
* let playbackRate = map(mouseY, 0.1, height, 2, 0);
* playbackRate = constrain(playbackRate, 0.01, 4);
* mySound.rate(playbackRate);
*
* line(0, mouseY, width, mouseY);
* text('rate: ' + round(playbackRate * 100) + '%', 10, 20);
* }
*
*
*
*
*/
p5.SoundFile.prototype.rate = function (playbackRate) {
var reverse = false;
if (typeof playbackRate === 'undefined') {
return this.playbackRate;
}
this.playbackRate = playbackRate;
if (playbackRate === 0) {
playbackRate = 0.0000000000001;
} else if (playbackRate < 0 && !this.reversed) {
playbackRate = Math.abs(playbackRate);
reverse = true;
} else if (playbackRate > 0 && this.reversed) {
reverse = true;
}
if (this.bufferSourceNode) {
var now = p5sound.audiocontext.currentTime;
this.bufferSourceNode.playbackRate.cancelScheduledValues(now);
this.bufferSourceNode.playbackRate.linearRampToValueAtTime(Math.abs(playbackRate), now);
this._counterNode.playbackRate.cancelScheduledValues(now);
this._counterNode.playbackRate.linearRampToValueAtTime(Math.abs(playbackRate), now);
}
if (reverse) {
this.reverseBuffer();
}
return this.playbackRate;
};
p5.SoundFile.prototype.setPitch = function (num) {
var newPlaybackRate = midiToFreq(num) / midiToFreq(60);
this.rate(newPlaybackRate);
};
p5.SoundFile.prototype.getPlaybackRate = function () {
return this.playbackRate;
};
/**
* Returns the duration of a sound file in seconds.
*
* @method duration
* @for p5.SoundFile
* @return {Number} The duration of the soundFile in seconds.
*/
p5.SoundFile.prototype.duration = function () {
if (this.buffer) {
return this.buffer.duration;
} else {
return 0;
}
};
/**
* Return the current position of the p5.SoundFile playhead, in seconds.
* Time is relative to the normal buffer direction, so if `reverseBuffer`
* has been called, currentTime will count backwards.
*
* @method currentTime
* @for p5.SoundFile
* @return {Number} currentTime of the soundFile in seconds.
*/
p5.SoundFile.prototype.currentTime = function () {
return this.reversed ? Math.abs(this._lastPos - this.buffer.length) / ac.sampleRate : this._lastPos / ac.sampleRate;
};
/**
* Move the playhead of a soundfile that is currently playing to a
* new position and a new duration, in seconds.
* If none are given, will reset the file to play entire duration
* from start to finish. To set the position of a soundfile that is
* not currently playing, use the `play` or `loop` methods.
*
* @method jump
* @for p5.SoundFile
* @param {Number} cueTime cueTime of the soundFile in seconds.
* @param {Number} duration duration in seconds.
*/
p5.SoundFile.prototype.jump = function (cueTime, duration) {
if (cueTime < 0 || cueTime > this.buffer.duration) {
throw 'jump time out of range';
}
if (duration > this.buffer.duration - cueTime) {
throw 'end time out of range';
}
var cTime = cueTime || 0;
var dur = duration || undefined;
if (this.isPlaying()) {
this.stop(0);
this.play(0, this.playbackRate, this.output.gain.value, cTime, dur);
}
};
/**
* Return the number of channels in a sound file.
* For example, Mono = 1, Stereo = 2.
*
* @method channels
* @for p5.SoundFile
* @return {Number} [channels]
*/
p5.SoundFile.prototype.channels = function () {
return this.buffer.numberOfChannels;
};
/**
* Return the sample rate of the sound file.
*
* @method sampleRate
* @for p5.SoundFile
* @return {Number} [sampleRate]
*/
p5.SoundFile.prototype.sampleRate = function () {
return this.buffer.sampleRate;
};
/**
* Return the number of samples in a sound file.
* Equal to sampleRate * duration.
*
* @method frames
* @for p5.SoundFile
* @return {Number} [sampleCount]
*/
p5.SoundFile.prototype.frames = function () {
return this.buffer.length;
};
/**
* Returns an array of amplitude peaks in a p5.SoundFile that can be
* used to draw a static waveform. Scans through the p5.SoundFile's
* audio buffer to find the greatest amplitudes. Accepts one
* parameter, 'length', which determines size of the array.
* Larger arrays result in more precise waveform visualizations.
*
* Inspired by Wavesurfer.js.
*
* @method getPeaks
* @for p5.SoundFile
* @params {Number} [length] length is the size of the returned array.
* Larger length results in more precision.
* Defaults to 5*width of the browser window.
* @returns {Float32Array} Array of peaks.
*/
p5.SoundFile.prototype.getPeaks = function (length) {
if (this.buffer) {
if (!length) {
length = window.width * 5;
}
if (this.buffer) {
var buffer = this.buffer;
var sampleSize = buffer.length / length;
var sampleStep = ~~(sampleSize / 10) || 1;
var channels = buffer.numberOfChannels;
var peaks = new Float32Array(Math.round(length));
for (var c = 0; c < channels; c++) {
var chan = buffer.getChannelData(c);
for (var i = 0; i < length; i++) {
var start = ~~(i * sampleSize);
var end = ~~(start + sampleSize);
var max = 0;
for (var j = start; j < end; j += sampleStep) {
var value = chan[j];
if (value > max) {
max = value;
} else if (-value > max) {
max = value;
}
}
if (c === 0 || Math.abs(max) > peaks[i]) {
peaks[i] = max;
}
}
}
return peaks;
}
} else {
throw 'Cannot load peaks yet, buffer is not loaded';
}
};
/**
* Reverses the p5.SoundFile's buffer source.
* Playback must be handled separately (see example).
*
* @method reverseBuffer
* @for p5.SoundFile
* @example
*
* let drum;
* function preload() {
* drum = loadSound('assets/drum.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* text('tap to play', 20, 20);
* }
*
* function canvasPressed() {
* drum.stop();
* drum.reverseBuffer();
* drum.play();
* }
*
*
*/
p5.SoundFile.prototype.reverseBuffer = function () {
if (this.buffer) {
var currentPos = this._lastPos / ac.sampleRate;
var curVol = this.getVolume();
this.setVolume(0, 0.001);
var numChannels = this.buffer.numberOfChannels;
for (var i = 0; i < numChannels; i++) {
this.buffer.getChannelData(i).reverse();
}
this.reversed = !this.reversed;
if (this.isPlaying() && currentPos) {
this.jump(this.duration() - currentPos);
}
this.setVolume(curVol, 0.001);
} else {
throw 'SoundFile is not done loading';
}
};
/**
* Schedule an event to be called when the soundfile
* reaches the end of a buffer. If the soundfile is
* playing through once, this will be called when it
* ends. If it is looping, it will be called when
* stop is called.
*
* @method onended
* @for p5.SoundFile
* @param {Function} callback function to call when the
* soundfile has ended.
*/
p5.SoundFile.prototype.onended = function (callback) {
this._onended = callback;
return this;
};
p5.SoundFile.prototype.add = function () {
};
p5.SoundFile.prototype.dispose = function () {
var now = p5sound.audiocontext.currentTime;
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.stop(now);
if (this.buffer && this.bufferSourceNode) {
for (var i = 0; i < this.bufferSourceNodes.length - 1; i++) {
if (this.bufferSourceNodes[i] !== null) {
this.bufferSourceNodes[i].disconnect();
try {
this.bufferSourceNodes[i].stop(now);
} catch (e) {
console.warn('no buffer source node to dispose');
}
this.bufferSourceNodes[i] = null;
}
}
if (this.isPlaying()) {
try {
this._counterNode.stop(now);
} catch (e) {
console.log(e);
}
this._counterNode = null;
}
}
if (this.output) {
this.output.disconnect();
this.output = null;
}
if (this.panner) {
this.panner.disconnect();
this.panner = null;
}
};
/**
* Connects the output of a p5sound object to input of another
* p5.sound object. For example, you may connect a p5.SoundFile to an
* FFT or an Effect. If no parameter is given, it will connect to
* the master output. Most p5sound objects connect to the master
* output when they are created.
*
* @method connect
* @for p5.SoundFile
* @param {Object} [object] Audio object that accepts an input
*/
p5.SoundFile.prototype.connect = function (unit) {
if (!unit) {
this.panner.connect(p5sound.input);
} else {
if (unit.hasOwnProperty('input')) {
this.panner.connect(unit.input);
} else {
this.panner.connect(unit);
}
}
};
/**
* Disconnects the output of this p5sound object.
*
* @method disconnect
* @for p5.SoundFile
*/
p5.SoundFile.prototype.disconnect = function () {
if (this.panner) {
this.panner.disconnect();
}
};
/**
*/
p5.SoundFile.prototype.getLevel = function () {
console.warn('p5.SoundFile.getLevel has been removed from the library. Use p5.Amplitude instead');
};
/**
* Reset the source for this SoundFile to a
* new path (URL).
*
* @method setPath
* @for p5.SoundFile
* @param {String} path path to audio file
* @param {Function} callback Callback
*/
p5.SoundFile.prototype.setPath = function (p, callback) {
var path = p5.prototype._checkFileFormats(p);
this.url = path;
this.load(callback);
};
/**
* Replace the current Audio Buffer with a new Buffer.
*
* @method setBuffer
* @for p5.SoundFile
* @param {Array} buf Array of Float32 Array(s). 2 Float32 Arrays
* will create a stereo source. 1 will create
* a mono source.
*/
p5.SoundFile.prototype.setBuffer = function (buf) {
var numChannels = buf.length;
var size = buf[0].length;
var newBuffer = ac.createBuffer(numChannels, size, ac.sampleRate);
if (!(buf[0] instanceof Float32Array)) {
buf[0] = new Float32Array(buf[0]);
}
for (var channelNum = 0; channelNum < numChannels; channelNum++) {
var channel = newBuffer.getChannelData(channelNum);
channel.set(buf[channelNum]);
}
this.buffer = newBuffer;
this.panner.inputChannels(numChannels);
};
var _createCounterBuffer = function _createCounterBuffer(buffer) {
var len = buffer.length;
var audioBuf = ac.createBuffer(1, buffer.length, ac.sampleRate);
var arrayBuffer = audioBuf.getChannelData(0);
for (var index = 0; index < len; index++) {
arrayBuffer[index] = index;
}
return audioBuf;
};
p5.SoundFile.prototype._initCounterNode = function () {
var _this = this;
var self = this;
var now = ac.currentTime;
var cNode = ac.createBufferSource();
var workletBufferSize = safeBufferSize(256);
if (self._workletNode) {
self._workletNode.disconnect();
delete self._workletNode;
}
self._workletNode = new AudioWorkletNode(ac, processorNames.soundFileProcessor, {
processorOptions: {
bufferSize: workletBufferSize
}
});
self._workletNode.port.onmessage = function (event) {
if (event.data.name === 'position') {
if (event.data.position === 0) {
return;
}
_this._lastPos = event.data.position;
_this._onTimeUpdate(self._lastPos);
}
};
cNode.buffer = _createCounterBuffer(self.buffer);
cNode.playbackRate.setValueAtTime(self.playbackRate, now);
cNode.connect(self._workletNode);
self._workletNode.connect(p5.soundOut._silentNode);
return cNode;
};
p5.SoundFile.prototype._initSourceNode = function () {
var bufferSourceNode = ac.createBufferSource();
bufferSourceNode.buffer = this.buffer;
bufferSourceNode.playbackRate.value = this.playbackRate;
bufferSourceNode.connect(this.output);
return bufferSourceNode;
};
/**
* processPeaks returns an array of timestamps where it thinks there is a beat.
*
* This is an asynchronous function that processes the soundfile in an offline audio context,
* and sends the results to your callback function.
*
* The process involves running the soundfile through a lowpass filter, and finding all of the
* peaks above the initial threshold. If the total number of peaks are below the minimum number of peaks,
* it decreases the threshold and re-runs the analysis until either minPeaks or minThreshold are reached.
*
* @method processPeaks
* @for p5.SoundFile
* @param {Function} callback a function to call once this data is returned
* @param {Number} [initThreshold] initial threshold defaults to 0.9
* @param {Number} [minThreshold] minimum threshold defaults to 0.22
* @param {Number} [minPeaks] minimum number of peaks defaults to 200
* @return {Array} Array of timestamped peaks
*/
p5.SoundFile.prototype.processPeaks = function (callback, _initThreshold, _minThreshold, _minPeaks) {
var bufLen = this.buffer.length;
var sampleRate = this.buffer.sampleRate;
var buffer = this.buffer;
var allPeaks = [];
var initialThreshold = _initThreshold || 0.9,
threshold = initialThreshold,
minThreshold = _minThreshold || 0.22,
minPeaks = _minPeaks || 200;
var offlineContext = new window.OfflineAudioContext(1, bufLen, sampleRate);
var source = offlineContext.createBufferSource();
source.buffer = buffer;
var filter = offlineContext.createBiquadFilter();
filter.type = 'lowpass';
source.connect(filter);
filter.connect(offlineContext.destination);
source.start(0);
offlineContext.startRendering();
offlineContext.oncomplete = function (e) {
if (!self.panner) return;
var filteredBuffer = e.renderedBuffer;
var bufferData = filteredBuffer.getChannelData(0);
do {
allPeaks = getPeaksAtThreshold(bufferData, threshold);
threshold -= 0.005;
} while (Object.keys(allPeaks).length < minPeaks && threshold >= minThreshold);
var intervalCounts = countIntervalsBetweenNearbyPeaks(allPeaks);
var groups = groupNeighborsByTempo(intervalCounts, filteredBuffer.sampleRate);
var topTempos = groups.sort(function (intA, intB) {
return intB.count - intA.count;
}).splice(0, 5);
this.tempo = topTempos[0].tempo;
var bpmVariance = 5;
var tempoPeaks = getPeaksAtTopTempo(allPeaks, topTempos[0].tempo, filteredBuffer.sampleRate, bpmVariance);
callback(tempoPeaks);
};
};
var Peak = function Peak(amp, i) {
this.sampleIndex = i;
this.amplitude = amp;
this.tempos = [];
this.intervals = [];
};
function getPeaksAtThreshold(data, threshold) {
var peaksObj = {};
var length = data.length;
for (var i = 0; i < length; i++) {
if (data[i] > threshold) {
var amp = data[i];
var peak = new Peak(amp, i);
peaksObj[i] = peak;
i += 6000;
}
i++;
}
return peaksObj;
}
function countIntervalsBetweenNearbyPeaks(peaksObj) {
var intervalCounts = [];
var peaksArray = Object.keys(peaksObj).sort();
for (var index = 0; index < peaksArray.length; index++) {
for (var i = 0; i < 10; i++) {
var startPeak = peaksObj[peaksArray[index]];
var endPeak = peaksObj[peaksArray[index + i]];
if (startPeak && endPeak) {
var startPos = startPeak.sampleIndex;
var endPos = endPeak.sampleIndex;
var interval = endPos - startPos;
if (interval > 0) {
startPeak.intervals.push(interval);
}
var foundInterval = intervalCounts.some(function (intervalCount) {
if (intervalCount.interval === interval) {
intervalCount.count++;
return intervalCount;
}
});
if (!foundInterval) {
intervalCounts.push({
interval: interval,
count: 1
});
}
}
}
}
return intervalCounts;
}
function groupNeighborsByTempo(intervalCounts, sampleRate) {
var tempoCounts = [];
intervalCounts.forEach(function (intervalCount) {
try {
var theoreticalTempo = Math.abs(60 / (intervalCount.interval / sampleRate));
theoreticalTempo = mapTempo(theoreticalTempo);
var foundTempo = tempoCounts.some(function (tempoCount) {
if (tempoCount.tempo === theoreticalTempo) return tempoCount.count += intervalCount.count;
});
if (!foundTempo) {
if (isNaN(theoreticalTempo)) {
return;
}
tempoCounts.push({
tempo: Math.round(theoreticalTempo),
count: intervalCount.count
});
}
} catch (e) {
throw e;
}
});
return tempoCounts;
}
function getPeaksAtTopTempo(peaksObj, tempo, sampleRate, bpmVariance) {
var peaksAtTopTempo = [];
var peaksArray = Object.keys(peaksObj).sort();
for (var i = 0; i < peaksArray.length; i++) {
var key = peaksArray[i];
var peak = peaksObj[key];
for (var j = 0; j < peak.intervals.length; j++) {
var intervalBPM = Math.round(Math.abs(60 / (peak.intervals[j] / sampleRate)));
intervalBPM = mapTempo(intervalBPM);
if (Math.abs(intervalBPM - tempo) < bpmVariance) {
peaksAtTopTempo.push(peak.sampleIndex / sampleRate);
}
}
}
peaksAtTopTempo = peaksAtTopTempo.filter(function (peakTime, index, arr) {
var dif = arr[index + 1] - peakTime;
if (dif > 0.01) {
return true;
}
});
return peaksAtTopTempo;
}
function mapTempo(theoreticalTempo) {
if (!isFinite(theoreticalTempo) || theoreticalTempo === 0) {
return;
}
while (theoreticalTempo < 90) {
theoreticalTempo *= 2;
}
while (theoreticalTempo > 180 && theoreticalTempo > 90) {
theoreticalTempo /= 2;
}
return theoreticalTempo;
}
var Cue = function Cue(callback, time, id, val) {
this.callback = callback;
this.time = time;
this.id = id;
this.val = val;
};
/**
* Schedule events to trigger every time a MediaElement
* (audio/video) reaches a playback cue point.
*
* Accepts a callback function, a time (in seconds) at which to trigger
* the callback, and an optional parameter for the callback.
*
* Time will be passed as the first parameter to the callback function,
* and param will be the second parameter.
*
*
* @method addCue
* @for p5.SoundFile
* @param {Number} time Time in seconds, relative to this media
* element's playback. For example, to trigger
* an event every time playback reaches two
* seconds, pass in the number 2. This will be
* passed as the first parameter to
* the callback function.
* @param {Function} callback Name of a function that will be
* called at the given time. The callback will
* receive time and (optionally) param as its
* two parameters.
* @param {Object} [value] An object to be passed as the
* second parameter to the
* callback function.
* @return {Number} id ID of this cue,
* useful for removeCue(id)
* @example
*
*/
p5.SoundFile.prototype.addCue = function (time, callback, val) {
var id = this._cueIDCounter++;
var cue = new Cue(callback, time, id, val);
this._cues.push(cue);
return id;
};
/**
* Remove a callback based on its ID. The ID is returned by the
* addCue method.
*
* @method removeCue
* @for p5.SoundFile
* @param {Number} id ID of the cue, as returned by addCue
*/
p5.SoundFile.prototype.removeCue = function (id) {
var cueLength = this._cues.length;
for (var i = 0; i < cueLength; i++) {
var cue = this._cues[i];
if (cue.id === id) {
this._cues.splice(i, 1);
break;
}
}
if (this._cues.length === 0) {
}
};
/**
* Remove all of the callbacks that had originally been scheduled
* via the addCue method.
*
* @method clearCues
*/
p5.SoundFile.prototype.clearCues = function () {
this._cues = [];
};
p5.SoundFile.prototype._onTimeUpdate = function (position) {
var playbackTime = position / this.buffer.sampleRate;
var cueLength = this._cues.length;
for (var i = 0; i < cueLength; i++) {
var cue = this._cues[i];
var callbackTime = cue.time;
var val = cue.val;
if (~~this._prevUpdateTime <= callbackTime && callbackTime <= playbackTime) {
cue.callback(val);
}
}
this._prevUpdateTime = playbackTime;
};
/**
* Save a p5.SoundFile as a .wav file. The browser will prompt the user
* to download the file to their device. To upload a file to a server, see
* getBlob
*
* @method save
* @for p5.SoundFile
* @param {String} [fileName] name of the resulting .wav file.
* @example
*
* let mySound;
* function preload() {
* mySound = loadSound('assets/doorbell.mp3');
* }
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* text('tap to download', 10, 20);
* }
*
* function canvasPressed() {
* mySound.save('my cool filename');
* }
*
*/
p5.SoundFile.prototype.save = function (fileName) {
p5.prototype.saveSound(this, fileName, 'wav');
};
/**
* This method is useful for sending a SoundFile to a server. It returns the
* .wav-encoded audio data as a "Blob".
* A Blob is a file-like data object that can be uploaded to a server
* with an http request. We'll
* use the `httpDo` options object to send a POST request with some
* specific options: we encode the request as `multipart/form-data`,
* and attach the blob as one of the form values using `FormData`.
*
*
* @method getBlob
* @for p5.SoundFile
* @returns {Blob} A file-like data object
* @example
*
* function preload() {
* mySound = loadSound('assets/doorbell.mp3');
* }
*
* function setup() {
* noCanvas();
* let soundBlob = mySound.getBlob();
*
* // Now we can send the blob to a server...
* let serverUrl = 'https://jsonplaceholder.typicode.com/posts';
* let httpRequestOptions = {
* method: 'POST',
* body: new FormData().append('soundBlob', soundBlob),
* headers: new Headers({
* 'Content-Type': 'multipart/form-data'
* })
* };
* httpDo(serverUrl, httpRequestOptions);
*
* // We can also create an `ObjectURL` pointing to the Blob
* let blobUrl = URL.createObjectURL(soundBlob);
*
* // The `
*/
p5.SoundFile.prototype.getBlob = function () {
var dataView = convertToWav(this.buffer);
return new Blob([dataView], {
type: 'audio/wav'
});
};
function _clearOnEnd(e) {
var thisBufferSourceNode = e.target;
var soundFile = this;
thisBufferSourceNode._playing = false;
thisBufferSourceNode.removeEventListener('ended', soundFile._clearOnEnd);
soundFile._onended(soundFile);
soundFile.bufferSourceNodes.map(function (_, i) {
return i;
}).reverse().forEach(function (i) {
var n = soundFile.bufferSourceNodes[i];
if (n._playing === false) {
soundFile.bufferSourceNodes.splice(i, 1);
}
});
if (soundFile.bufferSourceNodes.length === 0) {
soundFile._playing = false;
}
}
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var _require = __webpack_require__(6),
safeBufferSize = _require.safeBufferSize;
var processorNames = __webpack_require__(10);
/**
* Amplitude measures volume between 0.0 and 1.0.
* Listens to all p5sound by default, or use setInput()
* to listen to a specific sound source. Accepts an optional
* smoothing value, which defaults to 0.
*
* @class p5.Amplitude
* @constructor
* @param {Number} [smoothing] between 0.0 and .999 to smooth
* amplitude readings (defaults to 0)
* @example
*
* let sound, amplitude;
*
* function preload(){
* sound = loadSound('assets/beat.mp3');
* }
* function setup() {
* let cnv = createCanvas(100,100);
* cnv.mouseClicked(toggleSound);
* amplitude = new p5.Amplitude();
* }
*
* function draw() {
* background(220);
* text('tap to play', 20, 20);
*
* let level = amplitude.getLevel();
* let size = map(level, 0, 1, 0, 200);
* ellipse(width/2, height/2, size, size);
* }
*
* function toggleSound() {
* if (sound.isPlaying() ){
* sound.stop();
* } else {
* sound.play();
* }
* }
*
*
*/
p5.Amplitude = function (smoothing) {
this.bufferSize = safeBufferSize(2048);
this.audiocontext = p5sound.audiocontext;
this._workletNode = new AudioWorkletNode(this.audiocontext, processorNames.amplitudeProcessor, {
outputChannelCount: [1],
parameterData: {
smoothing: smoothing || 0
},
processorOptions: {
normalize: false,
smoothing: smoothing || 0,
numInputChannels: 2,
bufferSize: this.bufferSize
}
});
this._workletNode.port.onmessage = function (event) {
if (event.data.name === 'amplitude') {
this.volume = event.data.volume;
this.volNorm = event.data.volNorm;
this.stereoVol = event.data.stereoVol;
this.stereoVolNorm = event.data.stereoVolNorm;
}
}.bind(this);
this.input = this._workletNode;
this.output = this.audiocontext.createGain();
this.volume = 0;
this.volNorm = 0;
this.stereoVol = [0, 0];
this.stereoVolNorm = [0, 0];
this.normalize = false;
this._workletNode.connect(this.output);
this.output.gain.value = 0;
this.output.connect(this.audiocontext.destination);
p5sound.meter.connect(this._workletNode);
p5sound.soundArray.push(this);
};
/**
* Connects to the p5sound instance (master output) by default.
* Optionally, you can pass in a specific source (i.e. a soundfile).
*
* @method setInput
* @for p5.Amplitude
* @param {soundObject|undefined} [snd] set the sound source
* (optional, defaults to
* master output)
* @param {Number|undefined} [smoothing] a range between 0.0 and 1.0
* to smooth amplitude readings
* @example
*
*/
p5.Amplitude.prototype.setInput = function (source, smoothing) {
p5sound.meter.disconnect();
if (smoothing) {
this._workletNode.parameters.get('smoothing').value = smoothing;
}
if (source == null) {
console.log('Amplitude input source is not ready! Connecting to master output instead');
p5sound.meter.connect(this._workletNode);
}
else if (source instanceof p5.Signal) {
source.output.connect(this._workletNode);
}
else if (source) {
source.connect(this._workletNode);
this._workletNode.disconnect();
this._workletNode.connect(this.output);
}
else {
p5sound.meter.connect(this._workletNode);
}
};
p5.Amplitude.prototype.connect = function (unit) {
if (unit) {
if (unit.hasOwnProperty('input')) {
this.output.connect(unit.input);
} else {
this.output.connect(unit);
}
} else {
this.output.connect(this.panner.connect(p5sound.input));
}
};
p5.Amplitude.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
}
};
/**
* Returns a single Amplitude reading at the moment it is called.
* For continuous readings, run in the draw loop.
*
* @method getLevel
* @for p5.Amplitude
* @param {Number} [channel] Optionally return only channel 0 (left) or 1 (right)
* @return {Number} Amplitude as a number between 0.0 and 1.0
* @example
*
* function preload(){
* sound = loadSound('assets/beat.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mouseClicked(toggleSound);
* amplitude = new p5.Amplitude();
* }
*
* function draw() {
* background(220, 150);
* textAlign(CENTER);
* text('tap to play', width/2, 20);
*
* let level = amplitude.getLevel();
* let size = map(level, 0, 1, 0, 200);
* ellipse(width/2, height/2, size, size);
* }
*
* function toggleSound(){
* if (sound.isPlaying()) {
* sound.stop();
* } else {
* sound.play();
* }
* }
*
*/
p5.Amplitude.prototype.getLevel = function (channel) {
if (typeof channel !== 'undefined') {
if (this.normalize) {
return this.stereoVolNorm[channel];
} else {
return this.stereoVol[channel];
}
} else if (this.normalize) {
return this.volNorm;
} else {
return this.volume;
}
};
/**
* Determines whether the results of Amplitude.process() will be
* Normalized. To normalize, Amplitude finds the difference the
* loudest reading it has processed and the maximum amplitude of
* 1.0. Amplitude adds this difference to all values to produce
* results that will reliably map between 0.0 and 1.0. However,
* if a louder moment occurs, the amount that Normalize adds to
* all the values will change. Accepts an optional boolean parameter
* (true or false). Normalizing is off by default.
*
* @method toggleNormalize
* @for p5.Amplitude
* @param {boolean} [boolean] set normalize to true (1) or false (0)
*/
p5.Amplitude.prototype.toggleNormalize = function (bool) {
if (typeof bool === 'boolean') {
this.normalize = bool;
} else {
this.normalize = !this.normalize;
}
this._workletNode.port.postMessage({
name: 'toggleNormalize',
normalize: this.normalize
});
};
/**
* Smooth Amplitude analysis by averaging with the last analysis
* frame. Off by default.
*
* @method smooth
* @for p5.Amplitude
* @param {Number} set smoothing from 0.0 <= 1
*/
p5.Amplitude.prototype.smooth = function (s) {
if (s >= 0 && s < 1) {
this._workletNode.port.postMessage({
name: 'smoothing',
smoothing: s
});
} else {
console.log('Error: smoothing must be between 0 and 1');
}
};
p5.Amplitude.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
if (this.input) {
this.input.disconnect();
delete this.input;
}
if (this.output) {
this.output.disconnect();
delete this.output;
}
this._workletNode.disconnect();
delete this._workletNode;
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
/**
*
FFT (Fast Fourier Transform) is an analysis algorithm that
* isolates individual
*
* audio frequencies within a waveform.
*
*
Once instantiated, a p5.FFT object can return an array based on
* two types of analyses: • FFT.waveform() computes
* amplitude values along the time domain. The array indices correspond
* to samples across a brief moment in time. Each value represents
* amplitude of the waveform at that sample of time.
* • FFT.analyze() computes amplitude values along the
* frequency domain. The array indices correspond to frequencies (i.e.
* pitches), from the lowest to the highest that humans can hear. Each
* value represents amplitude at that slice of the frequency spectrum.
* Use with getEnergy() to measure amplitude at specific
* frequencies, or within a range of frequencies.
*
*
FFT analyzes a very short snapshot of sound called a sample
* buffer. It returns an array of amplitude measurements, referred
* to as bins. The array is 1024 bins long by default.
* You can change the bin array length, but it must be a power of 2
* between 16 and 1024 in order for the FFT algorithm to function
* correctly. The actual size of the FFT buffer is twice the
* number of bins, so given a standard sample rate, the buffer is
* 2048/44100 seconds long.
*
*
* @class p5.FFT
* @constructor
* @param {Number} [smoothing] Smooth results of Freq Spectrum.
* 0.0 < smoothing < 1.0.
* Defaults to 0.8.
* @param {Number} [bins] Length of resulting array.
* Must be a power of two between
* 16 and 1024. Defaults to 1024.
* @example
*
* function preload(){
* sound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup(){
* let cnv = createCanvas(100,100);
* cnv.mouseClicked(togglePlay);
* fft = new p5.FFT();
* sound.amp(0.2);
* }
*
* function draw(){
* background(220);
*
* let spectrum = fft.analyze();
* noStroke();
* fill(255, 0, 255);
* for (let i = 0; i< spectrum.length; i++){
* let x = map(i, 0, spectrum.length, 0, width);
* let h = -height + map(spectrum[i], 0, 255, height, 0);
* rect(x, height, width / spectrum.length, h )
* }
*
* let waveform = fft.waveform();
* noFill();
* beginShape();
* stroke(20);
* for (let i = 0; i < waveform.length; i++){
* let x = map(i, 0, waveform.length, 0, width);
* let y = map( waveform[i], -1, 1, 0, height);
* vertex(x,y);
* }
* endShape();
*
* text('tap to play', 20, 20);
* }
*
* function togglePlay() {
* if (sound.isPlaying()) {
* sound.pause();
* } else {
* sound.loop();
* }
* }
*
*/
p5.FFT = function (smoothing, bins) {
this.input = this.analyser = p5sound.audiocontext.createAnalyser();
Object.defineProperties(this, {
bins: {
get: function get() {
return this.analyser.fftSize / 2;
},
set: function set(b) {
this.analyser.fftSize = b * 2;
},
configurable: true,
enumerable: true
},
smoothing: {
get: function get() {
return this.analyser.smoothingTimeConstant;
},
set: function set(s) {
this.analyser.smoothingTimeConstant = s;
},
configurable: true,
enumerable: true
}
});
this.smooth(smoothing);
this.bins = bins || 1024;
p5sound.fftMeter.connect(this.analyser);
this.freqDomain = new Uint8Array(this.analyser.frequencyBinCount);
this.timeDomain = new Uint8Array(this.analyser.frequencyBinCount);
this.bass = [20, 140];
this.lowMid = [140, 400];
this.mid = [400, 2600];
this.highMid = [2600, 5200];
this.treble = [5200, 14000];
p5sound.soundArray.push(this);
};
/**
* Set the input source for the FFT analysis. If no source is
* provided, FFT will analyze all sound in the sketch.
*
* @method setInput
* @for p5.FFT
* @param {Object} [source] p5.sound object (or web audio API source node)
*/
p5.FFT.prototype.setInput = function (source) {
if (!source) {
p5sound.fftMeter.connect(this.analyser);
} else {
if (source.output) {
source.output.connect(this.analyser);
} else if (source.connect) {
source.connect(this.analyser);
}
p5sound.fftMeter.disconnect();
}
};
/**
* Returns an array of amplitude values (between -1.0 and +1.0) that represent
* a snapshot of amplitude readings in a single buffer. Length will be
* equal to bins (defaults to 1024). Can be used to draw the waveform
* of a sound.
*
* @method waveform
* @for p5.FFT
* @param {Number} [bins] Must be a power of two between
* 16 and 1024. Defaults to 1024.
* @param {String} [precision] If any value is provided, will return results
* in a Float32 Array which is more precise
* than a regular array.
* @return {Array} Array Array of amplitude values (-1 to 1)
* over time. Array length = bins.
*
*/
p5.FFT.prototype.waveform = function () {
var bins, mode, normalArray;
for (var i = 0; i < arguments.length; i++) {
if (typeof arguments[i] === 'number') {
bins = arguments[i];
this.analyser.fftSize = bins * 2;
}
if (typeof arguments[i] === 'string') {
mode = arguments[i];
}
}
if (mode && !p5.prototype._isSafari()) {
timeToFloat(this, this.timeDomain);
this.analyser.getFloatTimeDomainData(this.timeDomain);
return this.timeDomain;
} else {
timeToInt(this, this.timeDomain);
this.analyser.getByteTimeDomainData(this.timeDomain);
var normalArray = new Array();
for (var j = 0; j < this.timeDomain.length; j++) {
var scaled = p5.prototype.map(this.timeDomain[j], 0, 255, -1, 1);
normalArray.push(scaled);
}
return normalArray;
}
};
/**
* Returns an array of amplitude values (between 0 and 255)
* across the frequency spectrum. Length is equal to FFT bins
* (1024 by default). The array indices correspond to frequencies
* (i.e. pitches), from the lowest to the highest that humans can
* hear. Each value represents amplitude at that slice of the
* frequency spectrum. Must be called prior to using
* getEnergy().
*
* @method analyze
* @for p5.FFT
* @param {Number} [bins] Must be a power of two between
* 16 and 1024. Defaults to 1024.
* @param {Number} [scale] If "dB," returns decibel
* float measurements between
* -140 and 0 (max).
* Otherwise returns integers from 0-255.
* @return {Array} spectrum Array of energy (amplitude/volume)
* values across the frequency spectrum.
* Lowest energy (silence) = 0, highest
* possible is 255.
* @example
*
* let osc, fft;
*
* function setup(){
* let cnv = createCanvas(100,100);
* cnv.mousePressed(startSound);
* osc = new p5.Oscillator();
* osc.amp(0);
* fft = new p5.FFT();
* }
*
* function draw(){
* background(220);
*
* let freq = map(mouseX, 0, windowWidth, 20, 10000);
* freq = constrain(freq, 1, 20000);
* osc.freq(freq);
*
* let spectrum = fft.analyze();
* noStroke();
* fill(255, 0, 255);
* for (let i = 0; i< spectrum.length; i++){
* let x = map(i, 0, spectrum.length, 0, width);
* let h = -height + map(spectrum[i], 0, 255, height, 0);
* rect(x, height, width / spectrum.length, h );
* }
*
* stroke(255);
* if (!osc.started) {
* text('tap here and drag to change frequency', 10, 20, width - 20);
* } else {
* text(round(freq)+'Hz', 10, 20);
* }
* }
*
* function startSound() {
* osc.start();
* osc.amp(0.5, 0.2);
* }
*
* function mouseReleased() {
* osc.amp(0, 0.2);
* }
*
*
*
*/
p5.FFT.prototype.analyze = function () {
var mode;
for (var i = 0; i < arguments.length; i++) {
if (typeof arguments[i] === 'number') {
this.bins = arguments[i];
this.analyser.fftSize = this.bins * 2;
}
if (typeof arguments[i] === 'string') {
mode = arguments[i];
}
}
if (mode && mode.toLowerCase() === 'db') {
freqToFloat(this);
this.analyser.getFloatFrequencyData(this.freqDomain);
return this.freqDomain;
} else {
freqToInt(this, this.freqDomain);
this.analyser.getByteFrequencyData(this.freqDomain);
var normalArray = Array.apply([], this.freqDomain);
return normalArray;
}
};
/**
* Returns the amount of energy (volume) at a specific
*
* frequency, or the average amount of energy between two
* frequencies. Accepts Number(s) corresponding
* to frequency (in Hz), or a String corresponding to predefined
* frequency ranges ("bass", "lowMid", "mid", "highMid", "treble").
* Returns a range between 0 (no energy/volume at that frequency) and
* 255 (maximum energy).
* NOTE: analyze() must be called prior to getEnergy(). Analyze()
* tells the FFT to analyze frequency data, and getEnergy() uses
* the results determine the value at a specific frequency or
* range of frequencies.
*
* @method getEnergy
* @for p5.FFT
* @param {Number|String} frequency1 Will return a value representing
* energy at this frequency. Alternately,
* the strings "bass", "lowMid" "mid",
* "highMid", and "treble" will return
* predefined frequency ranges.
* @param {Number} [frequency2] If a second frequency is given,
* will return average amount of
* energy that exists between the
* two frequencies.
* @return {Number} Energy Energy (volume/amplitude) from
* 0 and 255.
*
*/
p5.FFT.prototype.getEnergy = function (frequency1, frequency2) {
var nyquist = p5sound.audiocontext.sampleRate / 2;
if (frequency1 === 'bass') {
frequency1 = this.bass[0];
frequency2 = this.bass[1];
} else if (frequency1 === 'lowMid') {
frequency1 = this.lowMid[0];
frequency2 = this.lowMid[1];
} else if (frequency1 === 'mid') {
frequency1 = this.mid[0];
frequency2 = this.mid[1];
} else if (frequency1 === 'highMid') {
frequency1 = this.highMid[0];
frequency2 = this.highMid[1];
} else if (frequency1 === 'treble') {
frequency1 = this.treble[0];
frequency2 = this.treble[1];
}
if (typeof frequency1 !== 'number') {
throw 'invalid input for getEnergy()';
} else if (!frequency2) {
var index = Math.round(frequency1 / nyquist * this.freqDomain.length);
return this.freqDomain[index];
} else if (frequency1 && frequency2) {
if (frequency1 > frequency2) {
var swap = frequency2;
frequency2 = frequency1;
frequency1 = swap;
}
var lowIndex = Math.round(frequency1 / nyquist * this.freqDomain.length);
var highIndex = Math.round(frequency2 / nyquist * this.freqDomain.length);
var total = 0;
var numFrequencies = 0;
for (var i = lowIndex; i <= highIndex; i++) {
total += this.freqDomain[i];
numFrequencies += 1;
}
var toReturn = total / numFrequencies;
return toReturn;
} else {
throw 'invalid input for getEnergy()';
}
};
p5.FFT.prototype.getFreq = function (freq1, freq2) {
console.log('getFreq() is deprecated. Please use getEnergy() instead.');
var x = this.getEnergy(freq1, freq2);
return x;
};
/**
* Returns the
*
* spectral centroid of the input signal.
* NOTE: analyze() must be called prior to getCentroid(). Analyze()
* tells the FFT to analyze frequency data, and getCentroid() uses
* the results determine the spectral centroid.
*
* @method getCentroid
* @for p5.FFT
* @return {Number} Spectral Centroid Frequency Frequency of the spectral centroid in Hz.
*
*
* @example
*
* function setup(){
* cnv = createCanvas(100,100);
* cnv.mousePressed(userStartAudio);
* sound = new p5.AudioIn();
* sound.start();
* fft = new p5.FFT();
* sound.connect(fft);
*}
*
*function draw() {
* if (getAudioContext().state !== 'running') {
* background(220);
* text('tap here and enable mic to begin', 10, 20, width - 20);
* return;
* }
* let centroidplot = 0.0;
* let spectralCentroid = 0;
*
* background(0);
* stroke(0,255,0);
* let spectrum = fft.analyze();
* fill(0,255,0); // spectrum is green
*
* //draw the spectrum
* for (let i = 0; i < spectrum.length; i++){
* let x = map(log(i), 0, log(spectrum.length), 0, width);
* let h = map(spectrum[i], 0, 255, 0, height);
* let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));
* rect(x, height, rectangle_width, -h )
* }
* let nyquist = 22050;
*
* // get the centroid
* spectralCentroid = fft.getCentroid();
*
* // the mean_freq_index calculation is for the display.
* let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);
*
* centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);
*
* stroke(255,0,0); // the line showing where the centroid is will be red
*
* rect(centroidplot, 0, width / spectrum.length, height)
* noStroke();
* fill(255,255,255); // text is white
* text('centroid: ', 10, 20);
* text(round(spectralCentroid)+' Hz', 10, 40);
*}
*
*/
p5.FFT.prototype.getCentroid = function () {
var nyquist = p5sound.audiocontext.sampleRate / 2;
var cumulative_sum = 0;
var centroid_normalization = 0;
for (var i = 0; i < this.freqDomain.length; i++) {
cumulative_sum += i * this.freqDomain[i];
centroid_normalization += this.freqDomain[i];
}
var mean_freq_index = 0;
if (centroid_normalization !== 0) {
mean_freq_index = cumulative_sum / centroid_normalization;
}
var spec_centroid_freq = mean_freq_index * (nyquist / this.freqDomain.length);
return spec_centroid_freq;
};
/**
* Smooth FFT analysis by averaging with the last analysis frame.
*
* @method smooth
* @param {Number} smoothing 0.0 < smoothing < 1.0.
* Defaults to 0.8.
*/
p5.FFT.prototype.smooth = function (s) {
if (typeof s !== 'undefined') {
this.smoothing = s;
}
return this.smoothing;
};
p5.FFT.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
if (this.analyser) {
this.analyser.disconnect();
delete this.analyser;
}
};
/**
* Returns an array of average amplitude values for a given number
* of frequency bands split equally. N defaults to 16.
* NOTE: analyze() must be called prior to linAverages(). Analyze()
* tells the FFT to analyze frequency data, and linAverages() uses
* the results to group them into a smaller set of averages.
*
* @method linAverages
* @for p5.FFT
* @param {Number} N Number of returned frequency groups
* @return {Array} linearAverages Array of average amplitude values for each group
*/
p5.FFT.prototype.linAverages = function (N) {
var N = N || 16;
var spectrum = this.freqDomain;
var spectrumLength = spectrum.length;
var spectrumStep = Math.floor(spectrumLength / N);
var linearAverages = new Array(N);
var groupIndex = 0;
for (var specIndex = 0; specIndex < spectrumLength; specIndex++) {
linearAverages[groupIndex] = linearAverages[groupIndex] !== undefined ? (linearAverages[groupIndex] + spectrum[specIndex]) / 2 : spectrum[specIndex];
if (specIndex % spectrumStep === spectrumStep - 1) {
groupIndex++;
}
}
return linearAverages;
};
/**
* Returns an array of average amplitude values of the spectrum, for a given
* set of
* Octave Bands
* NOTE: analyze() must be called prior to logAverages(). Analyze()
* tells the FFT to analyze frequency data, and logAverages() uses
* the results to group them into a smaller set of averages.
*
* @method logAverages
* @for p5.FFT
* @param {Array} octaveBands Array of Octave Bands objects for grouping
* @return {Array} logAverages Array of average amplitude values for each group
*/
p5.FFT.prototype.logAverages = function (octaveBands) {
var nyquist = p5sound.audiocontext.sampleRate / 2;
var spectrum = this.freqDomain;
var spectrumLength = spectrum.length;
var logAverages = new Array(octaveBands.length);
var octaveIndex = 0;
for (var specIndex = 0; specIndex < spectrumLength; specIndex++) {
var specIndexFrequency = Math.round(specIndex * nyquist / this.freqDomain.length);
if (specIndexFrequency > octaveBands[octaveIndex].hi) {
octaveIndex++;
}
logAverages[octaveIndex] = logAverages[octaveIndex] !== undefined ? (logAverages[octaveIndex] + spectrum[specIndex]) / 2 : spectrum[specIndex];
}
return logAverages;
};
/**
* Calculates and Returns the 1/N
* Octave Bands
* N defaults to 3 and minimum central frequency to 15.625Hz.
* (1/3 Octave Bands ~= 31 Frequency Bands)
* Setting fCtr0 to a central value of a higher octave will ignore the lower bands
* and produce less frequency groups.
*
* @method getOctaveBands
* @for p5.FFT
* @param {Number} N Specifies the 1/N type of generated octave bands
* @param {Number} fCtr0 Minimum central frequency for the lowest band
* @return {Array} octaveBands Array of octave band objects with their bounds
*/
p5.FFT.prototype.getOctaveBands = function (N, fCtr0) {
var N = N || 3;
var fCtr0 = fCtr0 || 15.625;
var octaveBands = [];
var lastFrequencyBand = {
lo: fCtr0 / Math.pow(2, 1 / (2 * N)),
ctr: fCtr0,
hi: fCtr0 * Math.pow(2, 1 / (2 * N))
};
octaveBands.push(lastFrequencyBand);
var nyquist = p5sound.audiocontext.sampleRate / 2;
while (lastFrequencyBand.hi < nyquist) {
var newFrequencyBand = {};
newFrequencyBand.lo = lastFrequencyBand.hi;
newFrequencyBand.ctr = lastFrequencyBand.ctr * Math.pow(2, 1 / N);
newFrequencyBand.hi = newFrequencyBand.ctr * Math.pow(2, 1 / (2 * N));
octaveBands.push(newFrequencyBand);
lastFrequencyBand = newFrequencyBand;
}
return octaveBands;
};
var freqToFloat = function freqToFloat(fft) {
if (fft.freqDomain instanceof Float32Array === false) {
fft.freqDomain = new Float32Array(fft.analyser.frequencyBinCount);
}
};
var freqToInt = function freqToInt(fft) {
if (fft.freqDomain instanceof Uint8Array === false) {
fft.freqDomain = new Uint8Array(fft.analyser.frequencyBinCount);
}
};
var timeToFloat = function timeToFloat(fft) {
if (fft.timeDomain instanceof Float32Array === false) {
fft.timeDomain = new Float32Array(fft.analyser.frequencyBinCount);
}
};
var timeToInt = function timeToInt(fft) {
if (fft.timeDomain instanceof Uint8Array === false) {
fft.timeDomain = new Uint8Array(fft.analyser.frequencyBinCount);
}
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var Signal = __webpack_require__(2);
var Add = __webpack_require__(7);
var Mult = __webpack_require__(3);
var Scale = __webpack_require__(13);
/**
*
p5.Signal is a constant audio-rate signal used by p5.Oscillator
* and p5.Envelope for modulation math.
*
*
This is necessary because Web Audio is processed on a seprate clock.
* For example, the p5 draw loop runs about 60 times per second. But
* the audio clock must process samples 44100 times per second. If we
* want to add a value to each of those samples, we can't do it in the
* draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns
* a Tone.Signal from the Tone.js library by Yotam Mann.
* If you want to work directly with audio signals for modular
* synthesis, check out
* tone.js.
*
* @class p5.Signal
* @constructor
* @return {Tone.Signal} A Signal object from the Tone.js library
* @example
*
* let carrier, modulator;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* text('tap to play', 20, 20);
*
* carrier = new p5.Oscillator('sine');
* carrier.start();
* carrier.amp(1); // set amplitude
* carrier.freq(220); // set frequency
*
* modulator = new p5.Oscillator('sawtooth');
* modulator.disconnect();
* modulator.start();
* modulator.amp(1);
* modulator.freq(4);
*
* // Modulator's default amplitude range is -1 to 1.
* // Multiply it by -200, so the range is -200 to 200
* // then add 220 so the range is 20 to 420
* carrier.freq( modulator.mult(-400).add(220) );
* }
*
* function canvasPressed() {
* userStartAudio();
* carrier.amp(1.0);
* }
*
* function mouseReleased() {
* carrier.amp(0);
* }
*
*/
p5.Signal = function (value) {
var s = new Signal(value);
return s;
};
/**
* Fade to value, for smooth transitions
*
* @method fade
* @for p5.Signal
* @param {Number} value Value to set this signal
* @param {Number} [secondsFromNow] Length of fade, in seconds from now
*/
Signal.prototype.fade = Signal.prototype.linearRampToValueAtTime;
Mult.prototype.fade = Signal.prototype.fade;
Add.prototype.fade = Signal.prototype.fade;
Scale.prototype.fade = Signal.prototype.fade;
/**
* Connect a p5.sound object or Web Audio node to this
* p5.Signal so that its amplitude values can be scaled.
*
* @method setInput
* @for p5.Signal
* @param {Object} input
*/
Signal.prototype.setInput = function (_input) {
_input.connect(this);
};
Mult.prototype.setInput = Signal.prototype.setInput;
Add.prototype.setInput = Signal.prototype.setInput;
Scale.prototype.setInput = Signal.prototype.setInput;
/**
* Add a constant value to this audio signal,
* and return the resulting audio signal. Does
* not change the value of the original signal,
* instead it returns a new p5.SignalAdd.
*
* @method add
* @for p5.Signal
* @param {Number} number
* @return {p5.Signal} object
*/
Signal.prototype.add = function (num) {
var add = new Add(num);
this.connect(add);
return add;
};
Mult.prototype.add = Signal.prototype.add;
Add.prototype.add = Signal.prototype.add;
Scale.prototype.add = Signal.prototype.add;
/**
* Multiply this signal by a constant value,
* and return the resulting audio signal. Does
* not change the value of the original signal,
* instead it returns a new p5.SignalMult.
*
* @method mult
* @for p5.Signal
* @param {Number} number to multiply
* @return {p5.Signal} object
*/
Signal.prototype.mult = function (num) {
var mult = new Mult(num);
this.connect(mult);
return mult;
};
Mult.prototype.mult = Signal.prototype.mult;
Add.prototype.mult = Signal.prototype.mult;
Scale.prototype.mult = Signal.prototype.mult;
/**
* Scale this signal value to a given range,
* and return the result as an audio signal. Does
* not change the value of the original signal,
* instead it returns a new p5.SignalScale.
*
* @method scale
* @for p5.Signal
* @param {Number} number to multiply
* @param {Number} inMin input range minumum
* @param {Number} inMax input range maximum
* @param {Number} outMin input range minumum
* @param {Number} outMax input range maximum
* @return {p5.Signal} object
*/
Signal.prototype.scale = function (inMin, inMax, outMin, outMax) {
var mapOutMin, mapOutMax;
if (arguments.length === 4) {
mapOutMin = p5.prototype.map(outMin, inMin, inMax, 0, 1) - 0.5;
mapOutMax = p5.prototype.map(outMax, inMin, inMax, 0, 1) - 0.5;
} else {
mapOutMin = arguments[0];
mapOutMax = arguments[1];
}
var scale = new Scale(mapOutMin, mapOutMax);
this.connect(scale);
return scale;
};
Mult.prototype.scale = Signal.prototype.scale;
Add.prototype.scale = Signal.prototype.scale;
Scale.prototype.scale = Signal.prototype.scale;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(21)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(o){o.Frequency=function(e,t){if(!(this instanceof o.Frequency))return new o.Frequency(e,t);o.TimeBase.call(this,e,t)},o.extend(o.Frequency,o.TimeBase),o.Frequency.prototype._primaryExpressions=Object.create(o.TimeBase.prototype._primaryExpressions),o.Frequency.prototype._primaryExpressions.midi={regexp:/^(\d+(?:\.\d+)?midi)/,method:function(e){return this.midiToFrequency(e)}},o.Frequency.prototype._primaryExpressions.note={regexp:/^([a-g]{1}(?:b|#|x|bb)?)(-?[0-9]+)/i,method:function(e,t){var r=n[e.toLowerCase()]+12*(parseInt(t)+1);return this.midiToFrequency(r)}},o.Frequency.prototype._primaryExpressions.tr={regexp:/^(\d+(?:\.\d+)?):(\d+(?:\.\d+)?):?(\d+(?:\.\d+)?)?/,method:function(e,t,r){var n=1;return e&&"0"!==e&&(n*=this._beatsToUnits(this._timeSignature()*parseFloat(e))),t&&"0"!==t&&(n*=this._beatsToUnits(parseFloat(t))),r&&"0"!==r&&(n*=this._beatsToUnits(parseFloat(r)/4)),n}},o.Frequency.prototype.transpose=function(e){return this._expr=function(e,t){return e()*this.intervalToFrequencyRatio(t)}.bind(this,this._expr,e),this},o.Frequency.prototype.harmonize=function(e){return this._expr=function(e,t){for(var r=e(),n=[],o=0;oEnvelopes are pre-defined amplitude distribution over time.
* Typically, envelopes are used to control the output volume
* of an object, a series of fades referred to as Attack, Decay,
* Sustain and Release (
* ADSR
* ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can
* control an Oscillator's frequency like this: osc.freq(env).
*
Use setRange to change the attack/release level.
* Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
*
Use the play method to play the entire envelope,
* the ramp method for a pingable trigger,
* or triggerAttack/
* triggerRelease to trigger noteOn/noteOff.
* let t1 = 0.1; // attack time in seconds
* let l1 = 0.7; // attack level 0.0 to 1.0
* let t2 = 0.3; // decay time in seconds
* let l2 = 0.1; // decay level 0.0 to 1.0
*
* let env;
* let triOsc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* background(220);
* text('tap to play', 20, 20);
* cnv.mousePressed(playSound);
*
* env = new p5.Envelope(t1, l1, t2, l2);
* triOsc = new p5.Oscillator('triangle');
* }
*
* function playSound() {
* // starting the oscillator ensures that audio is enabled.
* triOsc.start();
* env.play(triOsc);
* }
*
*/
p5.Envelope = function (t1, l1, t2, l2, t3, l3) {
/**
* Time until envelope reaches attackLevel
* @property attackTime
*/
this.aTime = t1 || 0.1;
/**
* Level once attack is complete.
* @property attackLevel
*/
this.aLevel = l1 || 1;
/**
* Time until envelope reaches decayLevel.
* @property decayTime
*/
this.dTime = t2 || 0.5;
/**
* Level after decay. The envelope will sustain here until it is released.
* @property decayLevel
*/
this.dLevel = l2 || 0;
/**
* Duration of the release portion of the envelope.
* @property releaseTime
*/
this.rTime = t3 || 0;
/**
* Level at the end of the release.
* @property releaseLevel
*/
this.rLevel = l3 || 0;
this._rampHighPercentage = 0.98;
this._rampLowPercentage = 0.02;
this.output = p5sound.audiocontext.createGain();
this.control = new TimelineSignal();
this._init();
this.control.connect(this.output);
this.connection = null;
this.mathOps = [this.control];
this.isExponential = false;
this.sourceToClear = null;
this.wasTriggered = false;
p5sound.soundArray.push(this);
};
p5.Envelope.prototype._init = function () {
var now = p5sound.audiocontext.currentTime;
var t = now;
this.control.setTargetAtTime(0.00001, t, .001);
this._setRampAD(this.aTime, this.dTime);
};
/**
* Reset the envelope with a series of time/value pairs.
*
* @method set
* @for p5.Envelope
* @param {Number} attackTime Time (in seconds) before level
* reaches attackLevel
* @param {Number} attackLevel Typically an amplitude between
* 0.0 and 1.0
* @param {Number} decayTime Time
* @param {Number} decayLevel Amplitude (In a standard ADSR envelope,
* decayLevel = sustainLevel)
* @param {Number} releaseTime Release Time (in seconds)
* @param {Number} releaseLevel Amplitude
* @example
*
* let attackTime;
* let l1 = 0.7; // attack level 0.0 to 1.0
* let t2 = 0.3; // decay time in seconds
* let l2 = 0.1; // decay level 0.0 to 1.0
* let l3 = 0.2; // release time in seconds
*
* let env, triOsc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSound);
*
* env = new p5.Envelope();
* triOsc = new p5.Oscillator('triangle');
* }
*
* function draw() {
* background(220);
* text('tap here to play', 5, 20);
*
* attackTime = map(mouseX, 0, width, 0.0, 1.0);
* text('attack time: ' + attackTime, 5, height - 20);
* }
*
* // mouseClick triggers envelope if over canvas
* function playSound() {
* env.set(attackTime, l1, t2, l2, l3);
*
* triOsc.start();
* env.play(triOsc);
* }
*
*
*/
p5.Envelope.prototype.set = function (t1, l1, t2, l2, t3, l3) {
this.aTime = t1;
this.aLevel = l1;
this.dTime = t2 || 0;
this.dLevel = l2 || 0;
this.rTime = t3 || 0;
this.rLevel = l3 || 0;
this._setRampAD(t1, t2);
};
/**
* Set values like a traditional
*
* ADSR envelope
* .
*
* @method setADSR
* @for p5.Envelope
* @param {Number} attackTime Time (in seconds before envelope
* reaches Attack Level
* @param {Number} [decayTime] Time (in seconds) before envelope
* reaches Decay/Sustain Level
* @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,
* where 1.0 = attackLevel, 0.0 = releaseLevel.
* The susRatio determines the decayLevel and the level at which the
* sustain portion of the envelope will sustain.
* For example, if attackLevel is 0.4, releaseLevel is 0,
* and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is
* increased to 1.0 (using setRange),
* then decayLevel would increase proportionally, to become 0.5.
* @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
* @example
*
* let attackLevel = 1.0;
* let releaseLevel = 0;
*
* let attackTime = 0.001;
* let decayTime = 0.2;
* let susPercent = 0.2;
* let releaseTime = 0.5;
*
* let env, triOsc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playEnv);
*
* env = new p5.Envelope();
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.freq(220);
* }
*
* function draw() {
* background(220);
* text('tap here to play', 5, 20);
* attackTime = map(mouseX, 0, width, 0, 1.0);
* text('attack time: ' + attackTime, 5, height - 40);
* }
*
* function playEnv() {
* triOsc.start();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.play();
* }
*
* let attackLevel = 1.0;
* let releaseLevel = 0;
*
* let attackTime = 0.001;
* let decayTime = 0.2;
* let susPercent = 0.2;
* let releaseTime = 0.5;
*
* let env, triOsc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playEnv);
*
* env = new p5.Envelope();
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.freq(220);
* }
*
* function draw() {
* background(220);
* text('tap here to play', 5, 20);
* attackLevel = map(mouseY, height, 0, 0, 1.0);
* text('attack level: ' + attackLevel, 5, height - 20);
* }
*
* function playEnv() {
* triOsc.start();
* env.setRange(attackLevel, releaseLevel);
* env.play();
* }
*
*/
p5.Envelope.prototype.setRange = function (aLevel, rLevel) {
this.aLevel = aLevel || 1;
this.rLevel = rLevel || 0;
};
p5.Envelope.prototype._setRampAD = function (t1, t2) {
this._rampAttackTime = this.checkExpInput(t1);
this._rampDecayTime = this.checkExpInput(t2);
var TCDenominator = 1.0;
TCDenominator = Math.log(1.0 / this.checkExpInput(1.0 - this._rampHighPercentage));
this._rampAttackTC = t1 / this.checkExpInput(TCDenominator);
TCDenominator = Math.log(1.0 / this._rampLowPercentage);
this._rampDecayTC = t2 / this.checkExpInput(TCDenominator);
};
p5.Envelope.prototype.setRampPercentages = function (p1, p2) {
this._rampHighPercentage = this.checkExpInput(p1);
this._rampLowPercentage = this.checkExpInput(p2);
var TCDenominator = 1.0;
TCDenominator = Math.log(1.0 / this.checkExpInput(1.0 - this._rampHighPercentage));
this._rampAttackTC = this._rampAttackTime / this.checkExpInput(TCDenominator);
TCDenominator = Math.log(1.0 / this._rampLowPercentage);
this._rampDecayTC = this._rampDecayTime / this.checkExpInput(TCDenominator);
};
/**
* Assign a parameter to be controlled by this envelope.
* If a p5.Sound object is given, then the p5.Envelope will control its
* output gain. If multiple inputs are provided, the env will
* control all of them.
*
* @method setInput
* @for p5.Envelope
* @param {Object} [...inputs] A p5.sound object or
* Web Audio Param.
*/
p5.Envelope.prototype.setInput = function () {
for (var i = 0; i < arguments.length; i++) {
this.connect(arguments[i]);
}
};
/**
* Set whether the envelope ramp is linear (default) or exponential.
* Exponential ramps can be useful because we perceive amplitude
* and frequency logarithmically.
*
* @method setExp
* @for p5.Envelope
* @param {Boolean} isExp true is exponential, false is linear
*/
p5.Envelope.prototype.setExp = function (isExp) {
this.isExponential = isExp;
};
p5.Envelope.prototype.checkExpInput = function (value) {
if (value <= 0) {
value = 0.00000001;
}
return value;
};
/**
*
Play tells the envelope to start acting on a given input.
* If the input is a p5.sound object (i.e. AudioIn, Oscillator,
* SoundFile), then Envelope will control its output volume.
* Envelopes can also be used to control any
* Web Audio Audio Param.
*
* @method play
* @for p5.Envelope
* @param {Object} unit A p5.sound object or
* Web Audio Param.
* @param {Number} [startTime] time from now (in seconds) at which to play
* @param {Number} [sustainTime] time to sustain before releasing the envelope
* @example
*
* let attackLevel = 1.0;
* let releaseLevel = 0;
*
* let attackTime = 0.001;
* let decayTime = 0.2;
* let susPercent = 0.2;
* let releaseTime = 0.5;
*
* let env, triOsc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playEnv);
*
* env = new p5.Envelope();
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.freq(220);
* triOsc.start();
* }
*
* function draw() {
* background(220);
* text('tap here to play', 5, 20);
* attackTime = map(mouseX, 0, width, 0, 1.0);
* attackLevel = map(mouseY, height, 0, 0, 1.0);
* text('attack time: ' + attackTime, 5, height - 40);
* text('attack level: ' + attackLevel, 5, height - 20);
* }
*
* function playEnv() {
* // ensure that audio is enabled
* userStartAudio();
*
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(attackLevel, releaseLevel);
* env.play();
* }
*
*/
p5.Envelope.prototype.play = function (unit, secondsFromNow, susTime) {
var tFromNow = secondsFromNow || 0;
var susTime = susTime || 0;
if (unit) {
if (this.connection !== unit) {
this.connect(unit);
}
}
this.triggerAttack(unit, tFromNow);
this.triggerRelease(unit, tFromNow + this.aTime + this.dTime + susTime);
};
/**
* Trigger the Attack, and Decay portion of the Envelope.
* Similar to holding down a key on a piano, but it will
* hold the sustain level until you let go. Input can be
* any p5.sound object, or a
* Web Audio Param.
*
* @method triggerAttack
* @for p5.Envelope
* @param {Object} unit p5.sound Object or Web Audio Param
* @param {Number} secondsFromNow time from now (in seconds)
* @example
*
* let attackTime = 0.001;
* let decayTime = 0.2;
* let susPercent = 0.3;
* let releaseTime = 0.4;
* let env, triOsc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* background(220);
* textAlign(CENTER);
* textSize(10);
* text('tap to triggerAttack', width/2, height/2);
*
* env = new p5.Envelope();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(1.0, 0.0);
* triOsc = new p5.Oscillator('triangle');
* triOsc.freq(220);
*
* cnv.mousePressed(envAttack);
* }
*
* function envAttack() {
* background(0, 255, 255);
* text('release to release', width/2, height/2);
*
* // ensures audio is enabled. See also: `userStartAudio`
* triOsc.start();
*
* env.triggerAttack(triOsc);
* }
*
* function mouseReleased() {
* background(220);
* text('tap to triggerAttack', width/2, height/2);
*
* env.triggerRelease(triOsc);
* }
*
*/
p5.Envelope.prototype.triggerAttack = function (unit, secondsFromNow) {
var now = p5sound.audiocontext.currentTime;
var tFromNow = secondsFromNow || 0;
var t = now + tFromNow;
this.lastAttack = t;
this.wasTriggered = true;
if (unit) {
if (this.connection !== unit) {
this.connect(unit);
}
}
var valToSet = this.control.getValueAtTime(t);
if (this.isExponential === true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(valToSet), t);
} else {
this.control.linearRampToValueAtTime(valToSet, t);
}
t += this.aTime;
if (this.isExponential === true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(this.aLevel), t);
valToSet = this.checkExpInput(this.control.getValueAtTime(t));
this.control.cancelScheduledValues(t);
this.control.exponentialRampToValueAtTime(valToSet, t);
} else {
this.control.linearRampToValueAtTime(this.aLevel, t);
valToSet = this.control.getValueAtTime(t);
this.control.cancelScheduledValues(t);
this.control.linearRampToValueAtTime(valToSet, t);
}
t += this.dTime;
if (this.isExponential === true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(this.dLevel), t);
valToSet = this.checkExpInput(this.control.getValueAtTime(t));
this.control.cancelScheduledValues(t);
this.control.exponentialRampToValueAtTime(valToSet, t);
} else {
this.control.linearRampToValueAtTime(this.dLevel, t);
valToSet = this.control.getValueAtTime(t);
this.control.cancelScheduledValues(t);
this.control.linearRampToValueAtTime(valToSet, t);
}
};
/**
* Trigger the Release of the Envelope. This is similar to releasing
* the key on a piano and letting the sound fade according to the
* release level and release time.
*
* @method triggerRelease
* @for p5.Envelope
* @param {Object} unit p5.sound Object or Web Audio Param
* @param {Number} secondsFromNow time to trigger the release
* @example
*
* let attackTime = 0.001;
* let decayTime = 0.2;
* let susPercent = 0.3;
* let releaseTime = 0.4;
* let env, triOsc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* background(220);
* textAlign(CENTER);
* textSize(10);
* text('tap to triggerAttack', width/2, height/2);
*
* env = new p5.Envelope();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(1.0, 0.0);
* triOsc = new p5.Oscillator('triangle');
* triOsc.freq(220);
*
* cnv.mousePressed(envAttack);
* }
*
* function envAttack() {
* background(0, 255, 255);
* text('release to release', width/2, height/2);
*
* // ensures audio is enabled. See also: `userStartAudio`
* triOsc.start();
*
* env.triggerAttack(triOsc);
* }
*
* function mouseReleased() {
* background(220);
* text('tap to triggerAttack', width/2, height/2);
*
* env.triggerRelease(triOsc);
* }
*
*/
p5.Envelope.prototype.triggerRelease = function (unit, secondsFromNow) {
if (!this.wasTriggered) {
return;
}
var now = p5sound.audiocontext.currentTime;
var tFromNow = secondsFromNow || 0;
var t = now + tFromNow;
if (unit) {
if (this.connection !== unit) {
this.connect(unit);
}
}
var valToSet = this.control.getValueAtTime(t);
if (this.isExponential === true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(valToSet), t);
} else {
this.control.linearRampToValueAtTime(valToSet, t);
}
t += this.rTime;
if (this.isExponential === true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(this.rLevel), t);
valToSet = this.checkExpInput(this.control.getValueAtTime(t));
this.control.cancelScheduledValues(t);
this.control.exponentialRampToValueAtTime(valToSet, t);
} else {
this.control.linearRampToValueAtTime(this.rLevel, t);
valToSet = this.control.getValueAtTime(t);
this.control.cancelScheduledValues(t);
this.control.linearRampToValueAtTime(valToSet, t);
}
this.wasTriggered = false;
};
/**
* Exponentially ramp to a value using the first two
* values from setADSR(attackTime, decayTime)
* as
* time constants for simple exponential ramps.
* If the value is higher than current value, it uses attackTime,
* while a decrease uses decayTime.
*
* @method ramp
* @for p5.Envelope
* @param {Object} unit p5.sound Object or Web Audio Param
* @param {Number} secondsFromNow When to trigger the ramp
* @param {Number} v Target value
* @param {Number} [v2] Second target value (optional)
* @example
*
* let env, osc, amp;
*
* let attackTime = 0.001;
* let decayTime = 0.2;
* let attackLevel = 1;
* let decayLevel = 0;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* fill(0,255,0);
* noStroke();
*
* env = new p5.Envelope();
* env.setADSR(attackTime, decayTime);
* osc = new p5.Oscillator();
* osc.amp(env);
* amp = new p5.Amplitude();
*
* cnv.mousePressed(triggerRamp);
* }
*
* function triggerRamp() {
* // ensures audio is enabled. See also: `userStartAudio`
* osc.start();
*
* env.ramp(osc, 0, attackLevel, decayLevel);
* }
*
* function draw() {
* background(20);
* text('tap to play', 10, 20);
* let h = map(amp.getLevel(), 0, 0.4, 0, height);;
* rect(0, height, width, -h);
* }
*
*/
p5.Envelope.prototype.ramp = function (unit, secondsFromNow, v1, v2) {
var now = p5sound.audiocontext.currentTime;
var tFromNow = secondsFromNow || 0;
var t = now + tFromNow;
var destination1 = this.checkExpInput(v1);
var destination2 = typeof v2 !== 'undefined' ? this.checkExpInput(v2) : undefined;
if (unit) {
if (this.connection !== unit) {
this.connect(unit);
}
}
var currentVal = this.checkExpInput(this.control.getValueAtTime(t));
if (destination1 > currentVal) {
this.control.setTargetAtTime(destination1, t, this._rampAttackTC);
t += this._rampAttackTime;
}
else if (destination1 < currentVal) {
this.control.setTargetAtTime(destination1, t, this._rampDecayTC);
t += this._rampDecayTime;
}
if (destination2 === undefined) return;
if (destination2 > destination1) {
this.control.setTargetAtTime(destination2, t, this._rampAttackTC);
}
else if (destination2 < destination1) {
this.control.setTargetAtTime(destination2, t, this._rampDecayTC);
}
};
p5.Envelope.prototype.connect = function (unit) {
this.connection = unit;
if (unit instanceof p5.Oscillator || unit instanceof p5.SoundFile || unit instanceof p5.AudioIn || unit instanceof p5.Reverb || unit instanceof p5.Noise || unit instanceof p5.Filter || unit instanceof p5.Delay) {
unit = unit.output.gain;
}
if (unit instanceof AudioParam) {
unit.setValueAtTime(0, p5sound.audiocontext.currentTime);
}
if (unit instanceof p5.Signal) {
unit.setValue(0);
}
this.output.connect(unit);
};
p5.Envelope.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
}
};
/**
* Add a value to the p5.Oscillator's output amplitude,
* and return the oscillator. Calling this method
* again will override the initial add() with new values.
*
* @method add
* @for p5.Envelope
* @param {Number} number Constant number to add
* @return {p5.Envelope} Envelope Returns this envelope
* with scaled output
*/
p5.Envelope.prototype.add = function (num) {
var add = new Add(num);
var thisChain = this.mathOps.length;
var nextChain = this.output;
return p5.prototype._mathChain(this, add, thisChain, nextChain, Add);
};
/**
* Multiply the p5.Envelope's output amplitude
* by a fixed value. Calling this method
* again will override the initial mult() with new values.
*
* @method mult
* @for p5.Envelope
* @param {Number} number Constant number to multiply
* @return {p5.Envelope} Envelope Returns this envelope
* with scaled output
*/
p5.Envelope.prototype.mult = function (num) {
var mult = new Mult(num);
var thisChain = this.mathOps.length;
var nextChain = this.output;
return p5.prototype._mathChain(this, mult, thisChain, nextChain, Mult);
};
/**
* Scale this envelope's amplitude values to a given
* range, and return the envelope. Calling this method
* again will override the initial scale() with new values.
*
* @method scale
* @for p5.Envelope
* @param {Number} inMin input range minumum
* @param {Number} inMax input range maximum
* @param {Number} outMin input range minumum
* @param {Number} outMax input range maximum
* @return {p5.Envelope} Envelope Returns this envelope
* with scaled output
*/
p5.Envelope.prototype.scale = function (inMin, inMax, outMin, outMax) {
var scale = new Scale(inMin, inMax, outMin, outMax);
var thisChain = this.mathOps.length;
var nextChain = this.output;
return p5.prototype._mathChain(this, scale, thisChain, nextChain, Scale);
};
p5.Envelope.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.disconnect();
if (this.control) {
this.control.dispose();
this.control = null;
}
for (var i = 1; i < this.mathOps.length; i++) {
this.mathOps[i].dispose();
}
};
p5.Env = function (t1, l1, t2, l2, t3, l3) {
console.warn('WARNING: p5.Env is now deprecated and may be removed in future versions. ' + 'Please use the new p5.Envelope instead.');
p5.Envelope.call(this, t1, l1, t2, l2, t3, l3);
};
p5.Env.prototype = Object.create(p5.Envelope.prototype);
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
__webpack_require__(23);
/**
* Creates a Pulse object, an oscillator that implements
* Pulse Width Modulation.
* The pulse is created with two oscillators.
* Accepts a parameter for frequency, and to set the
* width between the pulses. See
* p5.Oscillator for a full list of methods.
*
* @class p5.Pulse
* @extends p5.Oscillator
* @constructor
* @param {Number} [freq] Frequency in oscillations per second (Hz)
* @param {Number} [w] Width between the pulses (0 to 1.0,
* defaults to 0)
* @example
*
Note: This uses the getUserMedia/
* Stream API, which is not supported by certain browsers. Access in Chrome browser
* is limited to localhost and https, but access over http may be limited.
*
* @class p5.AudioIn
* @constructor
* @param {Function} [errorCallback] A function to call if there is an error
* accessing the AudioIn. For example,
* Safari and iOS devices do not
* currently allow microphone access.
* @example
*
* let mic;
*
* function setup(){
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(userStartAudio);
* textAlign(CENTER);
* mic = new p5.AudioIn();
* mic.start();
* }
*
* function draw(){
* background(0);
* fill(255);
* text('tap to start', width/2, 20);
*
* micLevel = mic.getLevel();
* let y = height - micLevel * height;
* ellipse(width/2, y, 10, 10);
* }
*
*/
p5.AudioIn = function (errorCallback) {
/**
* @property {GainNode} input
*/
this.input = p5sound.audiocontext.createGain();
/**
* @property {GainNode} output
*/
this.output = p5sound.audiocontext.createGain();
/**
* @property {MediaStream|null} stream
*/
this.stream = null;
/**
* @property {MediaStreamAudioSourceNode|null} mediaStream
*/
this.mediaStream = null;
/**
* @property {Number|null} currentSource
*/
this.currentSource = null;
/**
* Client must allow browser to access their microphone / audioin source.
* Default: false. Will become true when the client enables access.
*
* @property {Boolean} enabled
*/
this.enabled = false;
/**
* Input amplitude, connect to it by default but not to master out
*
* @property {p5.Amplitude} amplitude
*/
this.amplitude = new p5.Amplitude();
this.output.connect(this.amplitude.input);
if (!window.MediaStreamTrack || !window.navigator.mediaDevices || !window.navigator.mediaDevices.getUserMedia) {
errorCallback ? errorCallback() : window.alert('This browser does not support MediaStreamTrack and mediaDevices');
}
p5sound.soundArray.push(this);
};
/**
* Start processing audio input. This enables the use of other
* AudioIn methods like getLevel(). Note that by default, AudioIn
* is not connected to p5.sound's output. So you won't hear
* anything unless you use the connect() method.
*
* Certain browsers limit access to the user's microphone. For example,
* Chrome only allows access from localhost and over https. For this reason,
* you may want to include an errorCallback—a function that is called in case
* the browser won't provide mic access.
*
* @method start
* @for p5.AudioIn
* @param {Function} [successCallback] Name of a function to call on
* success.
* @param {Function} [errorCallback] Name of a function to call if
* there was an error. For example,
* some browsers do not support
* getUserMedia.
*/
p5.AudioIn.prototype.start = function (successCallback, errorCallback) {
var self = this;
if (this.stream) {
this.stop();
}
var audioSource = p5sound.inputSources[self.currentSource];
var constraints = {
audio: {
sampleRate: p5sound.audiocontext.sampleRate,
echoCancellation: false
}
};
if (p5sound.inputSources[this.currentSource]) {
constraints.audio.deviceId = audioSource.deviceId;
}
window.navigator.mediaDevices.getUserMedia(constraints).then(function (stream) {
self.stream = stream;
self.enabled = true;
self.mediaStream = p5sound.audiocontext.createMediaStreamSource(stream);
self.mediaStream.connect(self.output);
self.amplitude.setInput(self.output);
if (successCallback) successCallback();
})["catch"](function (err) {
if (errorCallback) errorCallback(err);else console.error(err);
});
};
/**
* Turn the AudioIn off. If the AudioIn is stopped, it cannot getLevel().
* If re-starting, the user may be prompted for permission access.
*
* @method stop
* @for p5.AudioIn
*/
p5.AudioIn.prototype.stop = function () {
if (this.stream) {
this.stream.getTracks().forEach(function (track) {
track.stop();
});
this.mediaStream.disconnect();
delete this.mediaStream;
delete this.stream;
}
};
/**
* Connect to an audio unit. If no parameter is provided, will
* connect to the master output (i.e. your speakers).
*
* @method connect
* @for p5.AudioIn
* @param {Object} [unit] An object that accepts audio input,
* such as an FFT
*/
p5.AudioIn.prototype.connect = function (unit) {
if (unit) {
if (unit.hasOwnProperty('input')) {
this.output.connect(unit.input);
} else if (unit.hasOwnProperty('analyser')) {
this.output.connect(unit.analyser);
} else {
this.output.connect(unit);
}
} else {
this.output.connect(p5sound.input);
}
};
/**
* Disconnect the AudioIn from all audio units. For example, if
* connect() had been called, disconnect() will stop sending
* signal to your speakers.
*
* @method disconnect
* @for p5.AudioIn
*/
p5.AudioIn.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
this.output.connect(this.amplitude.input);
}
};
/**
* Read the Amplitude (volume level) of an AudioIn. The AudioIn
* class contains its own instance of the Amplitude class to help
* make it easy to get a microphone's volume level. Accepts an
* optional smoothing value (0.0 < 1.0). NOTE: AudioIn must
* .start() before using .getLevel().
*
* @method getLevel
* @for p5.AudioIn
* @param {Number} [smoothing] Smoothing is 0.0 by default.
* Smooths values based on previous values.
* @return {Number} Volume level (between 0.0 and 1.0)
*/
p5.AudioIn.prototype.getLevel = function (smoothing) {
if (smoothing) {
this.amplitude.smoothing = smoothing;
}
return this.amplitude.getLevel();
};
/**
* Set amplitude (volume) of a mic input between 0 and 1.0.
*
* @method amp
* @for p5.AudioIn
* @param {Number} vol between 0 and 1.0
* @param {Number} [time] ramp time (optional)
*/
p5.AudioIn.prototype.amp = function (vol, t) {
if (t) {
var rampTime = t || 0;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(p5sound.audiocontext.currentTime);
this.output.gain.setValueAtTime(currentVol, p5sound.audiocontext.currentTime);
this.output.gain.linearRampToValueAtTime(vol, rampTime + p5sound.audiocontext.currentTime);
} else {
this.output.gain.cancelScheduledValues(p5sound.audiocontext.currentTime);
this.output.gain.setValueAtTime(vol, p5sound.audiocontext.currentTime);
}
};
/**
* Returns a list of available input sources. This is a wrapper
* for and it returns a Promise.
*
* @method getSources
* @for p5.AudioIn
* @param {Function} [successCallback] This callback function handles the sources when they
* have been enumerated. The callback function
* receives the deviceList array as its only argument
* @param {Function} [errorCallback] This optional callback receives the error
* message as its argument.
* @returns {Promise} Returns a Promise that can be used in place of the callbacks, similar
* to the enumerateDevices() method
* @example
*
* let audioIn;
*
* function setup(){
* text('getting sources...', 0, 20);
* audioIn = new p5.AudioIn();
* audioIn.getSources(gotSources);
* }
*
* function gotSources(deviceList) {
* if (deviceList.length > 0) {
* //set the source to the first item in the deviceList array
* audioIn.setSource(0);
* let currentSource = deviceList[audioIn.currentSource];
* text('set source to: ' + currentSource.deviceId, 5, 20, width);
* }
* }
*
*/
p5.AudioIn.prototype.setSource = function (num) {
if (p5sound.inputSources.length > 0 && num < p5sound.inputSources.length) {
this.currentSource = num;
console.log('set source to ', p5sound.inputSources[this.currentSource]);
} else {
console.log('unable to set input source');
}
if (this.stream && this.stream.active) {
this.start();
}
};
p5.AudioIn.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.stop();
if (this.output) {
this.output.disconnect();
}
if (this.amplitude) {
this.amplitude.disconnect();
}
delete this.amplitude;
delete this.output;
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(2),__webpack_require__(52),__webpack_require__(58),__webpack_require__(9)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(i){"use strict";return i.CrossFade=function(e){this.createInsOuts(2,1),this.a=this.input[0]=new i.Gain,this.b=this.input[1]=new i.Gain,this.fade=new i.Signal(this.defaultArg(e,.5),i.Type.NormalRange),this._equalPowerA=new i.EqualPowerGain,this._equalPowerB=new i.EqualPowerGain,this._invert=new i.Expr("1 - $0"),this.a.connect(this.output),this.b.connect(this.output),this.fade.chain(this._equalPowerB,this.b.gain),this.fade.chain(this._invert,this._equalPowerA,this.a.gain),this._readOnly("fade")},i.extend(i.CrossFade),i.CrossFade.prototype.dispose=function(){return i.prototype.dispose.call(this),this._writable("fade"),this._equalPowerA.dispose(),this._equalPowerA=null,this._equalPowerB.dispose(),this._equalPowerB=null,this.fade.dispose(),this.fade=null,this._invert.dispose(),this._invert=null,this.a.dispose(),this.a=null,this.b.dispose(),this.b=null,this},i.CrossFade}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(7),__webpack_require__(16),__webpack_require__(3),__webpack_require__(53),__webpack_require__(26),__webpack_require__(54),__webpack_require__(25),__webpack_require__(55),__webpack_require__(56),__webpack_require__(57)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(p){"use strict";function r(e,n,r){var t=new e;return r._eval(n[0]).connect(t,0,0),r._eval(n[1]).connect(t,0,1),t}function t(e,n,r){var t=new e;return r._eval(n[0]).connect(t,0,0),t}function o(e){return e?parseFloat(e):void 0}function i(e){return e&&e.args?parseFloat(e.args):void 0}return p.Expr=function(){var n=this._replacements(Array.prototype.slice.call(arguments)),e=this._parseInputs(n);this._nodes=[],this.input=new Array(e);for(var r=0;rp5.Effect.
* Methods amp(), chain(),
* drywet(), connect(), and
* disconnect() are available.
*
* @class p5.EQ
* @constructor
* @extends p5.Effect
* @param {Number} [_eqsize] Constructor will accept 3 or 8, defaults to 3
* @return {Object} p5.EQ object
*
* @example
*
* let eq, soundFile
* let eqBandIndex = 0;
* let eqBandNames = ['lows', 'mids', 'highs'];
*
* function preload() {
* soundFormats('mp3', 'ogg');
* soundFile = loadSound('assets/beat');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(toggleSound);
*
* eq = new p5.EQ(eqBandNames.length);
* soundFile.disconnect();
* eq.process(soundFile);
* }
*
* function draw() {
* background(30);
* noStroke();
* fill(255);
* textAlign(CENTER);
* text('filtering ', 50, 25);
*
* fill(255, 40, 255);
* textSize(26);
* text(eqBandNames[eqBandIndex], 50, 55);
*
* fill(255);
* textSize(9);
*
* if (!soundFile.isPlaying()) {
* text('tap to play', 50, 80);
* } else {
* text('tap to filter next band', 50, 80)
* }
* }
*
* function toggleSound() {
* if (!soundFile.isPlaying()) {
* soundFile.play();
* } else {
* eqBandIndex = (eqBandIndex + 1) % eq.bands.length;
* }
*
* for (let i = 0; i < eq.bands.length; i++) {
* eq.bands[i].gain(0);
* }
* // filter the band we want to filter
* eq.bands[eqBandIndex].gain(-40);
* }
*
*/
p5.EQ = function (_eqsize) {
Effect.call(this);
_eqsize = _eqsize === 3 || _eqsize === 8 ? _eqsize : 3;
var factor;
_eqsize === 3 ? factor = Math.pow(2, 3) : factor = 2;
/**
* The p5.EQ is built with abstracted p5.Filter objects.
* To modify any bands, use methods of the
* p5.Filter API, especially `gain` and `freq`.
* Bands are stored in an array, with indices 0 - 3, or 0 - 7
* @property {Array} bands
*
*/
this.bands = [];
var freq, res;
for (var i = 0; i < _eqsize; i++) {
if (i === _eqsize - 1) {
freq = 21000;
res = .01;
} else if (i === 0) {
freq = 100;
res = .1;
} else if (i === 1) {
freq = _eqsize === 3 ? 360 * factor : 360;
res = 1;
} else {
freq = this.bands[i - 1].freq() * factor;
res = 1;
}
this.bands[i] = this._newBand(freq, res);
if (i > 0) {
this.bands[i - 1].connect(this.bands[i].biquad);
} else {
this.input.connect(this.bands[i].biquad);
}
}
this.bands[_eqsize - 1].connect(this.output);
};
p5.EQ.prototype = Object.create(Effect.prototype);
/**
* Process an input by connecting it to the EQ
* @method process
* @param {Object} src Audio source
*/
p5.EQ.prototype.process = function (src) {
src.connect(this.input);
};
// * Set the frequency and gain of each band in the EQ. This method should be
// * called with 3 or 8 frequency and gain pairs, depending on the size of the EQ.
// * ex. eq.set(freq0, gain0, freq1, gain1, freq2, gain2);
// *
// * @method set
// * @for p5.EQ
// * @param {Number} [freq0] Frequency value for band with index 0
// * @param {Number} [gain0] Gain value for band with index 0
// * @param {Number} [freq1] Frequency value for band with index 1
// * @param {Number} [gain1] Gain value for band with index 1
// * @param {Number} [freq2] Frequency value for band with index 2
// * @param {Number} [gain2] Gain value for band with index 2
// * @param {Number} [freq3] Frequency value for band with index 3
// * @param {Number} [gain3] Gain value for band with index 3
// * @param {Number} [freq4] Frequency value for band with index 4
// * @param {Number} [gain4] Gain value for band with index 4
// * @param {Number} [freq5] Frequency value for band with index 5
// * @param {Number} [gain5] Gain value for band with index 5
// * @param {Number} [freq6] Frequency value for band with index 6
// * @param {Number} [gain6] Gain value for band with index 6
// * @param {Number} [freq7] Frequency value for band with index 7
// * @param {Number} [gain7] Gain value for band with index 7
// */
p5.EQ.prototype.set = function () {
if (arguments.length === this.bands.length * 2) {
for (var i = 0; i < arguments.length; i += 2) {
this.bands[i / 2].freq(arguments[i]);
this.bands[i / 2].gain(arguments[i + 1]);
}
} else {
console.error('Argument mismatch. .set() should be called with ' + this.bands.length * 2 + ' arguments. (one frequency and gain value pair for each band of the eq)');
}
};
/**
* Add a new band. Creates a p5.Filter and strips away everything but
* the raw biquad filter. This method returns an abstracted p5.Filter,
* which can be added to p5.EQ.bands, in order to create new EQ bands.
* @private
* @for p5.EQ
* @method _newBand
* @param {Number} freq
* @param {Number} res
* @return {Object} Abstracted Filter
*/
p5.EQ.prototype._newBand = function (freq, res) {
return new EQFilter(freq, res);
};
p5.EQ.prototype.dispose = function () {
Effect.prototype.dispose.apply(this);
if (this.bands) {
while (this.bands.length > 0) {
delete this.bands.pop().dispose();
}
delete this.bands;
}
};
return p5.EQ;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var Filter = __webpack_require__(15);
var p5sound = __webpack_require__(1);
/**
* EQFilter extends p5.Filter with constraints
* necessary for the p5.EQ
*
* @private
*/
var EQFilter = function EQFilter(freq, res) {
Filter.call(this, 'peaking');
this.disconnect();
this.set(freq, res);
this.biquad.gain.value = 0;
delete this.input;
delete this.output;
delete this._drywet;
delete this.wet;
};
EQFilter.prototype = Object.create(Filter.prototype);
EQFilter.prototype.amp = function () {
console.warn('`amp()` is not available for p5.EQ bands. Use `.gain()`');
};
EQFilter.prototype.drywet = function () {
console.warn('`drywet()` is not available for p5.EQ bands.');
};
EQFilter.prototype.connect = function (unit) {
var u = unit || p5.soundOut.input;
if (this.biquad) {
this.biquad.connect(u.input ? u.input : u);
} else {
this.output.connect(u.input ? u.input : u);
}
};
EQFilter.prototype.disconnect = function () {
if (this.biquad) {
this.biquad.disconnect();
}
};
EQFilter.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.disconnect();
delete this.biquad;
};
return EQFilter;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var Effect = __webpack_require__(4);
/**
* Panner3D is based on the
* Web Audio Spatial Panner Node.
* This panner is a spatial processing node that allows audio to be positioned
* and oriented in 3D space.
*
* The position is relative to an
* Audio Context Listener, which can be accessed
* by p5.soundOut.audiocontext.listener
*
*
* @class p5.Panner3D
* @constructor
*/
p5.Panner3D = function () {
Effect.call(this);
/**
*
* Web Audio Spatial Panner Node
*
* Properties include
* - panningModel: "equal power" or "HRTF"
* - distanceModel: "linear", "inverse", or "exponential"
*
* @property {AudioNode} panner
*
*/
this.panner = this.ac.createPanner();
this.panner.panningModel = 'HRTF';
this.panner.distanceModel = 'linear';
this.panner.connect(this.output);
this.input.connect(this.panner);
};
p5.Panner3D.prototype = Object.create(Effect.prototype);
/**
* Connect an audio sorce
*
* @method process
* @for p5.Panner3D
* @param {Object} src Input source
*/
p5.Panner3D.prototype.process = function (src) {
src.connect(this.input);
};
/**
* Set the X,Y,Z position of the Panner
* @method set
* @for p5.Panner3D
* @param {Number} xVal
* @param {Number} yVal
* @param {Number} zVal
* @param {Number} time
* @return {Array} Updated x, y, z values as an array
*/
p5.Panner3D.prototype.set = function (xVal, yVal, zVal, time) {
this.positionX(xVal, time);
this.positionY(yVal, time);
this.positionZ(zVal, time);
return [this.panner.positionX.value, this.panner.positionY.value, this.panner.positionZ.value];
};
/**
* Getter and setter methods for position coordinates
* @method positionX
* @for p5.Panner3D
* @return {Number} updated coordinate value
*/
/**
* Getter and setter methods for position coordinates
* @method positionY
* @for p5.Panner3D
* @return {Number} updated coordinate value
*/
/**
* Getter and setter methods for position coordinates
* @method positionZ
* @for p5.Panner3D
* @return {Number} updated coordinate value
*/
p5.Panner3D.prototype.positionX = function (xVal, time) {
var t = time || 0;
if (typeof xVal === 'number') {
this.panner.positionX.value = xVal;
this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
} else if (xVal) {
xVal.connect(this.panner.positionX);
}
return this.panner.positionX.value;
};
p5.Panner3D.prototype.positionY = function (yVal, time) {
var t = time || 0;
if (typeof yVal === 'number') {
this.panner.positionY.value = yVal;
this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
} else if (yVal) {
yVal.connect(this.panner.positionY);
}
return this.panner.positionY.value;
};
p5.Panner3D.prototype.positionZ = function (zVal, time) {
var t = time || 0;
if (typeof zVal === 'number') {
this.panner.positionZ.value = zVal;
this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
} else if (zVal) {
zVal.connect(this.panner.positionZ);
}
return this.panner.positionZ.value;
};
/**
* Set the X,Y,Z position of the Panner
* @method orient
* @for p5.Panner3D
* @param {Number} xVal
* @param {Number} yVal
* @param {Number} zVal
* @param {Number} time
* @return {Array} Updated x, y, z values as an array
*/
p5.Panner3D.prototype.orient = function (xVal, yVal, zVal, time) {
this.orientX(xVal, time);
this.orientY(yVal, time);
this.orientZ(zVal, time);
return [this.panner.orientationX.value, this.panner.orientationY.value, this.panner.orientationZ.value];
};
/**
* Getter and setter methods for orient coordinates
* @method orientX
* @for p5.Panner3D
* @return {Number} updated coordinate value
*/
/**
* Getter and setter methods for orient coordinates
* @method orientY
* @for p5.Panner3D
* @return {Number} updated coordinate value
*/
/**
* Getter and setter methods for orient coordinates
* @method orientZ
* @for p5.Panner3D
* @return {Number} updated coordinate value
*/
p5.Panner3D.prototype.orientX = function (xVal, time) {
var t = time || 0;
if (typeof xVal === 'number') {
this.panner.orientationX.value = xVal;
this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
} else if (xVal) {
xVal.connect(this.panner.orientationX);
}
return this.panner.orientationX.value;
};
p5.Panner3D.prototype.orientY = function (yVal, time) {
var t = time || 0;
if (typeof yVal === 'number') {
this.panner.orientationY.value = yVal;
this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
} else if (yVal) {
yVal.connect(this.panner.orientationY);
}
return this.panner.orientationY.value;
};
p5.Panner3D.prototype.orientZ = function (zVal, time) {
var t = time || 0;
if (typeof zVal === 'number') {
this.panner.orientationZ.value = zVal;
this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
} else if (zVal) {
zVal.connect(this.panner.orientationZ);
}
return this.panner.orientationZ.value;
};
/**
* Set the rolloff factor and max distance
* @method setFalloff
* @for p5.Panner3D
* @param {Number} [maxDistance]
* @param {Number} [rolloffFactor]
*/
p5.Panner3D.prototype.setFalloff = function (maxDistance, rolloffFactor) {
this.maxDist(maxDistance);
this.rolloff(rolloffFactor);
};
/**
* Maxium distance between the source and the listener
* @method maxDist
* @for p5.Panner3D
* @param {Number} maxDistance
* @return {Number} updated value
*/
p5.Panner3D.prototype.maxDist = function (maxDistance) {
if (typeof maxDistance === 'number') {
this.panner.maxDistance = maxDistance;
}
return this.panner.maxDistance;
};
/**
* How quickly the volume is reduced as the source moves away from the listener
* @method rollof
* @for p5.Panner3D
* @param {Number} rolloffFactor
* @return {Number} updated value
*/
p5.Panner3D.prototype.rolloff = function (rolloffFactor) {
if (typeof rolloffFactor === 'number') {
this.panner.rolloffFactor = rolloffFactor;
}
return this.panner.rolloffFactor;
};
p5.Panner3D.dispose = function () {
Effect.prototype.dispose.apply(this);
if (this.panner) {
this.panner.disconnect();
delete this.panner;
}
};
return p5.Panner3D;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var Effect = __webpack_require__(4);
// * listener is a class that can construct both a Spatial Panner
// * and a Spatial Listener. The panner is based on the
// * Web Audio Spatial Panner Node
// * https://www.w3.org/TR/webaudio/#the-listenernode-interface
// * This panner is a spatial processing node that allows audio to be positioned
// * and oriented in 3D space.
// *
// * The Listener modifies the properties of the Audio Context Listener.
// * Both objects types use the same methods. The default is a spatial panner.
// *
// * p5.Panner3D - Constructs a Spatial Panner
// * p5.Listener3D - Constructs a Spatial Listener
// *
// * @class listener
// * @constructor
// * @return {Object} p5.Listener3D Object
// *
// * @param {Web Audio Node} listener Web Audio Spatial Panning Node
// * @param {AudioParam} listener.panningModel "equal power" or "HRTF"
// * @param {AudioParam} listener.distanceModel "linear", "inverse", or "exponential"
// * @param {String} [type] [Specify construction of a spatial panner or listener]
// */
p5.Listener3D = function (type) {
this.ac = p5sound.audiocontext;
this.listener = this.ac.listener;
};
// * Connect an audio sorce
// * @param {Object} src Input source
// */
p5.Listener3D.prototype.process = function (src) {
src.connect(this.input);
};
// * Set the X,Y,Z position of the Panner
// * @param {[Number]} xVal
// * @param {[Number]} yVal
// * @param {[Number]} zVal
// * @param {[Number]} time
// * @return {[Array]} [Updated x, y, z values as an array]
// */
p5.Listener3D.prototype.position = function (xVal, yVal, zVal, time) {
this.positionX(xVal, time);
this.positionY(yVal, time);
this.positionZ(zVal, time);
return [this.listener.positionX.value, this.listener.positionY.value, this.listener.positionZ.value];
};
// * Getter and setter methods for position coordinates
// * @return {Number} [updated coordinate value]
// */
p5.Listener3D.prototype.positionX = function (xVal, time) {
var t = time || 0;
if (typeof xVal === 'number') {
this.listener.positionX.value = xVal;
this.listener.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
} else if (xVal) {
xVal.connect(this.listener.positionX);
}
return this.listener.positionX.value;
};
p5.Listener3D.prototype.positionY = function (yVal, time) {
var t = time || 0;
if (typeof yVal === 'number') {
this.listener.positionY.value = yVal;
this.listener.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
} else if (yVal) {
yVal.connect(this.listener.positionY);
}
return this.listener.positionY.value;
};
p5.Listener3D.prototype.positionZ = function (zVal, time) {
var t = time || 0;
if (typeof zVal === 'number') {
this.listener.positionZ.value = zVal;
this.listener.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
} else if (zVal) {
zVal.connect(this.listener.positionZ);
}
return this.listener.positionZ.value;
};
// * Overrides the listener orient() method because Listener has slightly
// * different params. In human terms, Forward vectors are the direction the
// * nose is pointing. Up vectors are the direction of the top of the head.
// *
// * @method orient
// * @param {Number} xValF Forward vector X direction
// * @param {Number} yValF Forward vector Y direction
// * @param {Number} zValF Forward vector Z direction
// * @param {Number} xValU Up vector X direction
// * @param {Number} yValU Up vector Y direction
// * @param {Number} zValU Up vector Z direction
// * @param {Number} time
// * @return {Array} All orienation params
// */
p5.Listener3D.prototype.orient = function (xValF, yValF, zValF, xValU, yValU, zValU, time) {
if (arguments.length === 3 || arguments.length === 4) {
time = arguments[3];
this.orientForward(xValF, yValF, zValF, time);
} else if (arguments.length === 6 || arguments === 7) {
this.orientForward(xValF, yValF, zValF);
this.orientUp(xValU, yValU, zValU, time);
}
return [this.listener.forwardX.value, this.listener.forwardY.value, this.listener.forwardZ.value, this.listener.upX.value, this.listener.upY.value, this.listener.upZ.value];
};
p5.Listener3D.prototype.orientForward = function (xValF, yValF, zValF, time) {
this.forwardX(xValF, time);
this.forwardY(yValF, time);
this.forwardZ(zValF, time);
return [this.listener.forwardX, this.listener.forwardY, this.listener.forwardZ];
};
p5.Listener3D.prototype.orientUp = function (xValU, yValU, zValU, time) {
this.upX(xValU, time);
this.upY(yValU, time);
this.upZ(zValU, time);
return [this.listener.upX, this.listener.upY, this.listener.upZ];
};
// * Getter and setter methods for orient coordinates
// * @return {Number} [updated coordinate value]
// */
p5.Listener3D.prototype.forwardX = function (xVal, time) {
var t = time || 0;
if (typeof xVal === 'number') {
this.listener.forwardX.value = xVal;
this.listener.forwardX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.forwardX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
} else if (xVal) {
xVal.connect(this.listener.forwardX);
}
return this.listener.forwardX.value;
};
p5.Listener3D.prototype.forwardY = function (yVal, time) {
var t = time || 0;
if (typeof yVal === 'number') {
this.listener.forwardY.value = yVal;
this.listener.forwardY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.forwardY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
} else if (yVal) {
yVal.connect(this.listener.forwardY);
}
return this.listener.forwardY.value;
};
p5.Listener3D.prototype.forwardZ = function (zVal, time) {
var t = time || 0;
if (typeof zVal === 'number') {
this.listener.forwardZ.value = zVal;
this.listener.forwardZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.forwardZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
} else if (zVal) {
zVal.connect(this.listener.forwardZ);
}
return this.listener.forwardZ.value;
};
p5.Listener3D.prototype.upX = function (xVal, time) {
var t = time || 0;
if (typeof xVal === 'number') {
this.listener.upX.value = xVal;
this.listener.upX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.upX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
} else if (xVal) {
xVal.connect(this.listener.upX);
}
return this.listener.upX.value;
};
p5.Listener3D.prototype.upY = function (yVal, time) {
var t = time || 0;
if (typeof yVal === 'number') {
this.listener.upY.value = yVal;
this.listener.upY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.upY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
} else if (yVal) {
yVal.connect(this.listener.upY);
}
return this.listener.upY.value;
};
p5.Listener3D.prototype.upZ = function (zVal, time) {
var t = time || 0;
if (typeof zVal === 'number') {
this.listener.upZ.value = zVal;
this.listener.upZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.listener.upZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
} else if (zVal) {
zVal.connect(this.listener.upZ);
}
return this.listener.upZ.value;
};
return p5.Listener3D;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var Filter = __webpack_require__(15);
var Effect = __webpack_require__(4);
/**
* Delay is an echo effect. It processes an existing sound source,
* and outputs a delayed version of that sound. The p5.Delay can
* produce different effects depending on the delayTime, feedback,
* filter, and type. In the example below, a feedback of 0.5 (the
* default value) will produce a looping delay that decreases in
* volume by 50% each repeat. A filter will cut out the high
* frequencies so that the delay does not sound as piercing as the
* original source.
*
*
* This class extends p5.Effect.
* Methods amp(), chain(),
* drywet(), connect(), and
* disconnect() are available.
* @class p5.Delay
* @extends p5.Effect
* @constructor
* @example
*
* let osc;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* background(220);
* textAlign(CENTER);
* text('tap to play', width/2, height/2);
*
* osc = new p5.Oscillator('square');
* osc.amp(0.5);
* delay = new p5.Delay();
*
* // delay.process() accepts 4 parameters:
* // source, delayTime (in seconds), feedback, filter frequency
* delay.process(osc, 0.12, .7, 2300);
*
* cnv.mousePressed(oscStart);
* }
*
* function oscStart() {
* osc.start();
* }
*
* function mouseReleased() {
* osc.stop();
* }
*
*/
p5.Delay = function () {
Effect.call(this);
this._split = this.ac.createChannelSplitter(2);
this._merge = this.ac.createChannelMerger(2);
this._leftGain = this.ac.createGain();
this._rightGain = this.ac.createGain();
/**
* The p5.Delay is built with two
*
* Web Audio Delay Nodes, one for each stereo channel.
*
* @for p5.Delay
* @property {DelayNode} leftDelay
*/
this.leftDelay = this.ac.createDelay();
/**
* The p5.Delay is built with two
*
* Web Audio Delay Nodes, one for each stereo channel.
* @for p5.Delay
* @property {DelayNode} rightDelay
*/
this.rightDelay = this.ac.createDelay();
this._leftFilter = new Filter();
this._rightFilter = new Filter();
this._leftFilter.disconnect();
this._rightFilter.disconnect();
this._leftFilter.biquad.frequency.setValueAtTime(1200, this.ac.currentTime);
this._rightFilter.biquad.frequency.setValueAtTime(1200, this.ac.currentTime);
this._leftFilter.biquad.Q.setValueAtTime(0.3, this.ac.currentTime);
this._rightFilter.biquad.Q.setValueAtTime(0.3, this.ac.currentTime);
this.input.connect(this._split);
this.leftDelay.connect(this._leftGain);
this.rightDelay.connect(this._rightGain);
this._leftGain.connect(this._leftFilter.input);
this._rightGain.connect(this._rightFilter.input);
this._merge.connect(this.wet);
this._leftFilter.biquad.gain.setValueAtTime(1, this.ac.currentTime);
this._rightFilter.biquad.gain.setValueAtTime(1, this.ac.currentTime);
this.setType(0);
this._maxDelay = this.leftDelay.delayTime.maxValue;
this.feedback(0.5);
};
p5.Delay.prototype = Object.create(Effect.prototype);
/**
* Add delay to an audio signal according to a set
* of delay parameters.
*
* @method process
* @for p5.Delay
* @param {Object} Signal An object that outputs audio
* @param {Number} [delayTime] Time (in seconds) of the delay/echo.
* Some browsers limit delayTime to
* 1 second.
* @param {Number} [feedback] sends the delay back through itself
* in a loop that decreases in volume
* each time.
* @param {Number} [lowPass] Cutoff frequency. Only frequencies
* below the lowPass will be part of the
* delay.
*/
p5.Delay.prototype.process = function (src, _delayTime, _feedback, _filter) {
var feedback = _feedback || 0;
var delayTime = _delayTime || 0;
if (feedback >= 1.0) {
throw new Error('Feedback value will force a positive feedback loop.');
}
if (delayTime >= this._maxDelay) {
throw new Error('Delay Time exceeds maximum delay time of ' + this._maxDelay + ' second.');
}
src.connect(this.input);
this.leftDelay.delayTime.setValueAtTime(delayTime, this.ac.currentTime);
this.rightDelay.delayTime.setValueAtTime(delayTime, this.ac.currentTime);
this._leftGain.gain.value = feedback;
this._rightGain.gain.value = feedback;
if (_filter) {
this._leftFilter.freq(_filter);
this._rightFilter.freq(_filter);
}
};
/**
* Set the delay (echo) time, in seconds. Usually this value will be
* a floating point number between 0.0 and 1.0.
*
* @method delayTime
* @for p5.Delay
* @param {Number} delayTime Time (in seconds) of the delay
*/
p5.Delay.prototype.delayTime = function (t) {
if (typeof t !== 'number') {
t.connect(this.leftDelay.delayTime);
t.connect(this.rightDelay.delayTime);
} else {
this.leftDelay.delayTime.cancelScheduledValues(this.ac.currentTime);
this.rightDelay.delayTime.cancelScheduledValues(this.ac.currentTime);
this.leftDelay.delayTime.linearRampToValueAtTime(t, this.ac.currentTime);
this.rightDelay.delayTime.linearRampToValueAtTime(t, this.ac.currentTime);
}
};
/**
* Feedback occurs when Delay sends its signal back through its input
* in a loop. The feedback amount determines how much signal to send each
* time through the loop. A feedback greater than 1.0 is not desirable because
* it will increase the overall output each time through the loop,
* creating an infinite feedback loop. The default value is 0.5
*
* @method feedback
* @for p5.Delay
* @param {Number|Object} feedback 0.0 to 1.0, or an object such as an
* Oscillator that can be used to
* modulate this param
* @returns {Number} Feedback value
*
*/
p5.Delay.prototype.feedback = function (f) {
if (f && typeof f !== 'number') {
f.connect(this._leftGain.gain);
f.connect(this._rightGain.gain);
} else if (f >= 1.0) {
throw new Error('Feedback value will force a positive feedback loop.');
} else if (typeof f === 'number') {
this._leftGain.gain.value = f;
this._rightGain.gain.value = f;
}
return this._leftGain.gain.value;
};
/**
* Set a lowpass filter frequency for the delay. A lowpass filter
* will cut off any frequencies higher than the filter frequency.
*
* @method filter
* @for p5.Delay
* @param {Number|Object} cutoffFreq A lowpass filter will cut off any
* frequencies higher than the filter frequency.
* @param {Number|Object} res Resonance of the filter frequency
* cutoff, or an object (i.e. a p5.Oscillator)
* that can be used to modulate this parameter.
* High numbers (i.e. 15) will produce a resonance,
* low numbers (i.e. .2) will produce a slope.
*/
p5.Delay.prototype.filter = function (freq, q) {
this._leftFilter.set(freq, q);
this._rightFilter.set(freq, q);
};
/**
* Choose a preset type of delay. 'pingPong' bounces the signal
* from the left to the right channel to produce a stereo effect.
* Any other parameter will revert to the default delay setting.
*
* @method setType
* @for p5.Delay
* @param {String|Number} type 'pingPong' (1) or 'default' (0)
*/
p5.Delay.prototype.setType = function (t) {
if (t === 1) {
t = 'pingPong';
}
this._split.disconnect();
this._leftFilter.disconnect();
this._rightFilter.disconnect();
this._split.connect(this.leftDelay, 0);
this._split.connect(this.rightDelay, 1);
switch (t) {
case 'pingPong':
this._rightFilter.setType(this._leftFilter.biquad.type);
this._leftFilter.output.connect(this._merge, 0, 0);
this._rightFilter.output.connect(this._merge, 0, 1);
this._leftFilter.output.connect(this.rightDelay);
this._rightFilter.output.connect(this.leftDelay);
break;
default:
this._leftFilter.output.connect(this._merge, 0, 0);
this._rightFilter.output.connect(this._merge, 0, 1);
this._leftFilter.output.connect(this.leftDelay);
this._rightFilter.output.connect(this.rightDelay);
}
};
/**
* Set the output level of the delay effect.
*
* @method amp
* @for p5.Delay
* @param {Number} volume amplitude between 0 and 1.0
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @for p5.Delay
* @param {Object} unit
*/
/**
* Disconnect all output.
*
* @method disconnect
* @for p5.Delay
*/
p5.Delay.prototype.dispose = function () {
Effect.prototype.dispose.apply(this);
this._split.disconnect();
this._leftFilter.dispose();
this._rightFilter.dispose();
this._merge.disconnect();
this._leftGain.disconnect();
this._rightGain.disconnect();
this.leftDelay.disconnect();
this.rightDelay.disconnect();
this._split = undefined;
this._leftFilter = undefined;
this._rightFilter = undefined;
this._merge = undefined;
this._leftGain = undefined;
this._rightGain = undefined;
this.leftDelay = undefined;
this.rightDelay = undefined;
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var CustomError = __webpack_require__(11);
var Effect = __webpack_require__(4);
/**
* Reverb adds depth to a sound through a large number of decaying
* echoes. It creates the perception that sound is occurring in a
* physical space. The p5.Reverb has paramters for Time (how long does the
* reverb last) and decayRate (how much the sound decays with each echo)
* that can be set with the .set() or .process() methods. The p5.Convolver
* extends p5.Reverb allowing you to recreate the sound of actual physical
* spaces through convolution.
*
* This class extends p5.Effect.
* Methods amp(), chain(),
* drywet(), connect(), and
* disconnect() are available.
*
* @class p5.Reverb
* @extends p5.Effect
* @constructor
* @example
*
* let soundFile, reverb;
* function preload() {
* soundFile = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSound);
*
* reverb = new p5.Reverb();
* soundFile.disconnect(); // so we'll only hear reverb...
*
* // connect soundFile to reverb, process w/
* // 3 second reverbTime, decayRate of 2%
* reverb.process(soundFile, 3, 2);
* }
*
* function draw() {
* let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);
* // 1 = all reverb, 0 = no reverb
* reverb.drywet(dryWet);
*
* background(220);
* text('tap to play', 10, 20);
* text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);
* }
*
* function playSound() {
* soundFile.play();
* }
*
*/
p5.Reverb = function () {
Effect.call(this);
this._initConvolverNode();
this.input.gain.value = 0.5;
this._seconds = 3;
this._decay = 2;
this._reverse = false;
this._buildImpulse();
};
p5.Reverb.prototype = Object.create(Effect.prototype);
p5.Reverb.prototype._initConvolverNode = function () {
this.convolverNode = this.ac.createConvolver();
this.input.connect(this.convolverNode);
this.convolverNode.connect(this.wet);
};
p5.Reverb.prototype._teardownConvolverNode = function () {
if (this.convolverNode) {
this.convolverNode.disconnect();
delete this.convolverNode;
}
};
p5.Reverb.prototype._setBuffer = function (audioBuffer) {
this._teardownConvolverNode();
this._initConvolverNode();
this.convolverNode.buffer = audioBuffer;
};
/**
* Connect a source to the reverb, and assign reverb parameters.
*
* @method process
* @for p5.Reverb
* @param {Object} src p5.sound / Web Audio object with a sound
* output.
* @param {Number} [seconds] Duration of the reverb, in seconds.
* Min: 0, Max: 10. Defaults to 3.
* @param {Number} [decayRate] Percentage of decay with each echo.
* Min: 0, Max: 100. Defaults to 2.
* @param {Boolean} [reverse] Play the reverb backwards or forwards.
*/
p5.Reverb.prototype.process = function (src, seconds, decayRate, reverse) {
src.connect(this.input);
var rebuild = false;
if (seconds) {
this._seconds = seconds;
rebuild = true;
}
if (decayRate) {
this._decay = decayRate;
}
if (reverse) {
this._reverse = reverse;
}
if (rebuild) {
this._buildImpulse();
}
};
/**
* Set the reverb settings. Similar to .process(), but without
* assigning a new input.
*
* @method set
* @for p5.Reverb
* @param {Number} [seconds] Duration of the reverb, in seconds.
* Min: 0, Max: 10. Defaults to 3.
* @param {Number} [decayRate] Percentage of decay with each echo.
* Min: 0, Max: 100. Defaults to 2.
* @param {Boolean} [reverse] Play the reverb backwards or forwards.
*/
p5.Reverb.prototype.set = function (seconds, decayRate, reverse) {
var rebuild = false;
if (seconds) {
this._seconds = seconds;
rebuild = true;
}
if (decayRate) {
this._decay = decayRate;
}
if (reverse) {
this._reverse = reverse;
}
if (rebuild) {
this._buildImpulse();
}
};
/**
* Set the output level of the reverb effect.
*
* @method amp
* @for p5.Reverb
* @param {Number} volume amplitude between 0 and 1.0
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @for p5.Reverb
* @param {Object} unit
*/
/**
* Disconnect all output.
*
* @method disconnect
* @for p5.Reverb
*/
/**
* Inspired by Simple Reverb by Jordan Santell
* https://github.com/web-audio-components/simple-reverb/blob/master/index.js
*
* Utility function for building an impulse response
* based on the module parameters.
*
* @private
*/
p5.Reverb.prototype._buildImpulse = function () {
var rate = this.ac.sampleRate;
var length = rate * this._seconds;
var decay = this._decay;
var impulse = this.ac.createBuffer(2, length, rate);
var impulseL = impulse.getChannelData(0);
var impulseR = impulse.getChannelData(1);
var n, i;
for (i = 0; i < length; i++) {
n = this._reverse ? length - i : i;
impulseL[i] = (Math.random() * 2 - 1) * Math.pow(1 - n / length, decay);
impulseR[i] = (Math.random() * 2 - 1) * Math.pow(1 - n / length, decay);
}
this._setBuffer(impulse);
};
p5.Reverb.prototype.dispose = function () {
Effect.prototype.dispose.apply(this);
this._teardownConvolverNode();
};
/**
*
p5.Convolver extends p5.Reverb. It can emulate the sound of real
* physical spaces through a process called
* convolution.
*
*
Convolution multiplies any audio input by an "impulse response"
* to simulate the dispersion of sound over time. The impulse response is
* generated from an audio file that you provide. One way to
* generate an impulse response is to pop a balloon in a reverberant space
* and record the echo. Convolution can also be used to experiment with
* sound.
*
*
Use the method createConvolution(path) to instantiate a
* p5.Convolver with a path to your impulse response audio file.
*
* @class p5.Convolver
* @extends p5.Effect
* @constructor
* @param {String} path path to a sound file
* @param {Function} [callback] function to call when loading succeeds
* @param {Function} [errorCallback] function to call if loading fails.
* This function will receive an error or
* XMLHttpRequest object with information
* about what went wrong.
* @example
*
* let cVerb, sound;
* function preload() {
* // We have both MP3 and OGG versions of all sound assets
* soundFormats('ogg', 'mp3');
*
* // Try replacing 'bx-spring' with other soundfiles like
* // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
* cVerb = createConvolver('assets/bx-spring.mp3');
*
* // Try replacing 'Damscray_DancingTiger' with
* // 'beat', 'doorbell', lucky_dragons_-_power_melody'
* sound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSound);
* background(220);
* text('tap to play', 20, 20);
*
* // disconnect from master output...
* sound.disconnect();
*
* // ...and process with cVerb
* // so that we only hear the convolution
* cVerb.process(sound);
* }
*
* function playSound() {
* sound.play();
* }
*
*/
p5.Convolver = function (path, callback, errorCallback) {
p5.Reverb.call(this);
/**
* Internally, the p5.Convolver uses the a
*
* Web Audio Convolver Node.
*
* @property {ConvolverNode} convolverNode
*/
this._initConvolverNode();
this.input.gain.value = 0.5;
if (path) {
this.impulses = [];
this._loadBuffer(path, callback, errorCallback);
} else {
this._seconds = 3;
this._decay = 2;
this._reverse = false;
this._buildImpulse();
}
};
p5.Convolver.prototype = Object.create(p5.Reverb.prototype);
p5.prototype.registerPreloadMethod('createConvolver', p5.prototype);
/**
* Create a p5.Convolver. Accepts a path to a soundfile
* that will be used to generate an impulse response.
*
* @method createConvolver
* @for p5
* @param {String} path path to a sound file
* @param {Function} [callback] function to call if loading is successful.
* The object will be passed in as the argument
* to the callback function.
* @param {Function} [errorCallback] function to call if loading is not successful.
* A custom error will be passed in as the argument
* to the callback function.
* @return {p5.Convolver}
* @example
*
* let cVerb, sound;
* function preload() {
* // We have both MP3 and OGG versions of all sound assets
* soundFormats('ogg', 'mp3');
*
* // Try replacing 'bx-spring' with other soundfiles like
* // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
* cVerb = createConvolver('assets/bx-spring.mp3');
*
* // Try replacing 'Damscray_DancingTiger' with
* // 'beat', 'doorbell', lucky_dragons_-_power_melody'
* sound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSound);
* background(220);
* text('tap to play', 20, 20);
*
* // disconnect from master output...
* sound.disconnect();
*
* // ...and process with cVerb
* // so that we only hear the convolution
* cVerb.process(sound);
* }
*
* function playSound() {
* sound.play();
* }
*
*/
p5.prototype.createConvolver = function (path, callback, errorCallback) {
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
var self = this;
var cReverb = new p5.Convolver(path, function (buffer) {
if (typeof callback === 'function') {
callback(buffer);
}
if (typeof self._decrementPreload === 'function') {
self._decrementPreload();
}
}, errorCallback);
cReverb.impulses = [];
return cReverb;
};
/**
* Private method to load a buffer as an Impulse Response,
* assign it to the convolverNode, and add to the Array of .impulses.
*
* @param {String} path
* @param {Function} callback
* @param {Function} errorCallback
* @private
*/
p5.Convolver.prototype._loadBuffer = function (path, callback, errorCallback) {
var path = p5.prototype._checkFileFormats(path);
var self = this;
var errorTrace = new Error().stack;
var ac = p5.prototype.getAudioContext();
var request = new XMLHttpRequest();
request.open('GET', path, true);
request.responseType = 'arraybuffer';
request.onload = function () {
if (request.status === 200) {
ac.decodeAudioData(request.response, function (buff) {
var buffer = {};
var chunks = path.split('/');
buffer.name = chunks[chunks.length - 1];
buffer.audioBuffer = buff;
self.impulses.push(buffer);
self._setBuffer(buffer.audioBuffer);
if (callback) {
callback(buffer);
}
},
function () {
var err = new CustomError('decodeAudioData', errorTrace, self.url);
var msg = 'AudioContext error at decodeAudioData for ' + self.url;
if (errorCallback) {
err.msg = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
});
}
else {
var err = new CustomError('loadConvolver', errorTrace, self.url);
var msg = 'Unable to load ' + self.url + '. The request status was: ' + request.status + ' (' + request.statusText + ')';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
}
};
request.onerror = function () {
var err = new CustomError('loadConvolver', errorTrace, self.url);
var msg = 'There was no response from the server at ' + self.url + '. Check the url and internet connectivity.';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
};
request.send();
};
p5.Convolver.prototype.set = null;
/**
* Connect a source to the convolver.
*
* @method process
* @for p5.Convolver
* @param {Object} src p5.sound / Web Audio object with a sound
* output.
* @example
*
* let cVerb, sound;
* function preload() {
* // We have both MP3 and OGG versions of all sound assets
* soundFormats('ogg', 'mp3');
*
* // Try replacing 'bx-spring' with other soundfiles like
* // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
* cVerb = createConvolver('assets/bx-spring.mp3');
*
* // Try replacing 'Damscray_DancingTiger' with
* // 'beat', 'doorbell', lucky_dragons_-_power_melody'
* sound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playSound);
* background(220);
* text('tap to play', 20, 20);
*
* // disconnect from master output...
* sound.disconnect();
*
* // ...and process with cVerb
* // so that we only hear the convolution
* cVerb.process(sound);
* }
*
* function playSound() {
* sound.play();
* }
*
*
*/
p5.Convolver.prototype.process = function (src) {
src.connect(this.input);
};
/**
* If you load multiple impulse files using the .addImpulse method,
* they will be stored as Objects in this Array. Toggle between them
* with the toggleImpulse(id) method.
*
* @property {Array} impulses
* @for p5.Convolver
*/
p5.Convolver.prototype.impulses = [];
/**
* Load and assign a new Impulse Response to the p5.Convolver.
* The impulse is added to the .impulses array. Previous
* impulses can be accessed with the .toggleImpulse(id)
* method.
*
* @method addImpulse
* @for p5.Convolver
* @param {String} path path to a sound file
* @param {Function} callback function (optional)
* @param {Function} errorCallback function (optional)
*/
p5.Convolver.prototype.addImpulse = function (path, callback, errorCallback) {
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
this._loadBuffer(path, callback, errorCallback);
};
/**
* Similar to .addImpulse, except that the .impulses
* Array is reset to save memory. A new .impulses
* array is created with this impulse as the only item.
*
* @method resetImpulse
* @for p5.Convolver
* @param {String} path path to a sound file
* @param {Function} callback function (optional)
* @param {Function} errorCallback function (optional)
*/
p5.Convolver.prototype.resetImpulse = function (path, callback, errorCallback) {
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
this.impulses = [];
this._loadBuffer(path, callback, errorCallback);
};
/**
* If you have used .addImpulse() to add multiple impulses
* to a p5.Convolver, then you can use this method to toggle between
* the items in the .impulses Array. Accepts a parameter
* to identify which impulse you wish to use, identified either by its
* original filename (String) or by its position in the .impulses
* Array (Number).
* You can access the objects in the .impulses Array directly. Each
* Object has two attributes: an .audioBuffer (type:
* Web Audio
* AudioBuffer) and a .name, a String that corresponds
* with the original filename.
*
* @method toggleImpulse
* @for p5.Convolver
* @param {String|Number} id Identify the impulse by its original filename
* (String), or by its position in the
* .impulses Array (Number).
*/
p5.Convolver.prototype.toggleImpulse = function (id) {
if (typeof id === 'number' && id < this.impulses.length) {
this._setBuffer(this.impulses[id].audioBuffer);
}
if (typeof id === 'string') {
for (var i = 0; i < this.impulses.length; i++) {
if (this.impulses[i].name === id) {
this._setBuffer(this.impulses[i].audioBuffer);
break;
}
}
}
};
p5.Convolver.prototype.dispose = function () {
p5.Reverb.prototype.dispose.apply(this);
for (var i in this.impulses) {
if (this.impulses[i]) {
this.impulses[i] = null;
}
}
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var Clock = __webpack_require__(27);
p5.Metro = function () {
this.clock = new Clock({
'callback': this.ontick.bind(this)
});
this.syncedParts = [];
this.bpm = 120;
this._init();
this.prevTick = 0;
this.tatumTime = 0;
this.tickCallback = function () {};
};
p5.Metro.prototype.ontick = function (tickTime) {
var elapsedTime = tickTime - this.prevTick;
var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;
if (elapsedTime - this.tatumTime <= -0.02) {
return;
} else {
this.prevTick = tickTime;
var self = this;
this.syncedParts.forEach(function (thisPart) {
if (!thisPart.isPlaying) return;
thisPart.incrementStep(secondsFromNow);
thisPart.phrases.forEach(function (thisPhrase) {
var phraseArray = thisPhrase.sequence;
var bNum = self.metroTicks % phraseArray.length;
if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping)) {
thisPhrase.callback(secondsFromNow, phraseArray[bNum]);
}
});
});
this.metroTicks += 1;
this.tickCallback(secondsFromNow);
}
};
p5.Metro.prototype.setBPM = function (bpm, rampTime) {
var beatTime = 60 / (bpm * this.tatums);
var now = p5sound.audiocontext.currentTime;
this.tatumTime = beatTime;
var rampTime = rampTime || 0;
this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);
this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);
this.bpm = bpm;
};
p5.Metro.prototype.getBPM = function () {
return this.clock.getRate() / this.tatums * 60;
};
p5.Metro.prototype._init = function () {
this.metroTicks = 0;
};
p5.Metro.prototype.resetSync = function (part) {
this.syncedParts = [part];
};
p5.Metro.prototype.pushSync = function (part) {
this.syncedParts.push(part);
};
p5.Metro.prototype.start = function (timeFromNow) {
var t = timeFromNow || 0;
var now = p5sound.audiocontext.currentTime;
this.clock.start(now + t);
this.setBPM(this.bpm);
};
p5.Metro.prototype.stop = function (timeFromNow) {
var t = timeFromNow || 0;
var now = p5sound.audiocontext.currentTime;
this.clock.stop(now + t);
};
p5.Metro.prototype.beatLength = function (tatums) {
this.tatums = 1 / tatums / 4;
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(24),__webpack_require__(8)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(t){"use strict";return t.TimelineState=function(e){t.Timeline.call(this),this._initial=e},t.extend(t.TimelineState,t.Timeline),t.TimelineState.prototype.getValueAtTime=function(e){var t=this.get(e);return null!==t?t.state:this._initial},t.TimelineState.prototype.setStateAtTime=function(e,t){this.add({state:e,time:t})},t.TimelineState}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var BPM = 120;
/**
* Set the global tempo, in beats per minute, for all
* p5.Parts. This method will impact all active p5.Parts.
*
* @method setBPM
* @for p5
* @param {Number} BPM Beats Per Minute
* @param {Number} rampTime Seconds from now
*/
p5.prototype.setBPM = function (bpm, rampTime) {
BPM = bpm;
for (var i in p5sound.parts) {
if (p5sound.parts[i]) {
p5sound.parts[i].setBPM(bpm, rampTime);
}
}
};
/**
*
A phrase is a pattern of musical events over time, i.e.
* a series of notes and rests.
*
*
Phrases must be added to a p5.Part for playback, and
* each part can play multiple phrases at the same time.
* For example, one Phrase might be a kick drum, another
* could be a snare, and another could be the bassline.
*
*
The first parameter is a name so that the phrase can be
* modified or deleted later. The callback is a a function that
* this phrase will call at every step—for example it might be
* called playNote(value){}. The array determines
* which value is passed into the callback at each step of the
* phrase. It can be numbers, an object with multiple numbers,
* or a zero (0) indicates a rest so the callback won't be called).
*
* @class p5.Phrase
* @constructor
* @param {String} name Name so that you can access the Phrase.
* @param {Function} callback The name of a function that this phrase
* will call. Typically it will play a sound,
* and accept two parameters: a time at which
* to play the sound (in seconds from now),
* and a value from the sequence array. The
* time should be passed into the play() or
* start() method to ensure precision.
* @param {Array} sequence Array of values to pass into the callback
* at each step of the phrase.
* @example
*
* let mySound, myPhrase, myPart;
* let pattern = [1,0,0,2,0,2,0,0];
*
* function preload() {
* mySound = loadSound('assets/beatbox.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playMyPart);
* background(220);
* text('tap to play', width/2, height/2);
* textAlign(CENTER, CENTER);
*
* myPhrase = new p5.Phrase('bbox', onEachStep, pattern);
* myPart = new p5.Part();
* myPart.addPhrase(myPhrase);
* myPart.setBPM(60);
* }
*
* function onEachStep(time, playbackRate) {
* mySound.rate(playbackRate);
* mySound.play(time);
* }
*
* function playMyPart() {
* userStartAudio();
* myPart.start();
* }
*
*/
p5.Phrase = function (name, callback, sequence) {
this.phraseStep = 0;
this.name = name;
this.callback = callback;
/**
* Array of values to pass into the callback
* at each step of the phrase. Depending on the callback
* function's requirements, these values may be numbers,
* strings, or an object with multiple parameters.
* Zero (0) indicates a rest.
*
* @property {Array} sequence
*/
this.sequence = sequence;
};
/**
*
A p5.Part plays back one or more p5.Phrases. Instantiate a part
* with steps and tatums. By default, each step represents a 1/16th note.
*
*
See p5.Phrase for more about musical timing.
*
* @class p5.Part
* @constructor
* @param {Number} [steps] Steps in the part
* @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)
* @example
*
* let box, drum, myPart;
* let boxPat = [1,0,0,2,0,2,0,0];
* let drumPat = [0,1,1,0,2,0,1,0];
*
* function preload() {
* box = loadSound('assets/beatbox.mp3');
* drum = loadSound('assets/drum.mp3');
* }
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(playMyPart);
* background(220);
* textAlign(CENTER, CENTER);
* text('tap to play', width/2, height/2);
*
* let boxPhrase = new p5.Phrase('box', playBox, boxPat);
* let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);
* myPart = new p5.Part();
* myPart.addPhrase(boxPhrase);
* myPart.addPhrase(drumPhrase);
* myPart.setBPM(60);
* }
*
* function playBox(time, playbackRate) {
* box.rate(playbackRate);
* box.play(time);
* }
*
* function playDrum(time, playbackRate) {
* drum.rate(playbackRate);
* drum.play(time);
* }
*
* function playMyPart() {
* userStartAudio();
*
* myPart.start();
* }
*
*/
p5.Part = function (steps, bLength) {
this.length = steps || 0;
this.partStep = 0;
this.phrases = [];
this.isPlaying = false;
this.noLoop();
this.tatums = bLength || 0.0625;
this.metro = new p5.Metro();
this.metro._init();
this.metro.beatLength(this.tatums);
this.metro.setBPM(BPM);
p5sound.parts.push(this);
this.callback = function () {};
};
/**
* Set the tempo of this part, in Beats Per Minute.
*
* @method setBPM
* @for p5.Part
* @param {Number} BPM Beats Per Minute
* @param {Number} [rampTime] Seconds from now
*/
p5.Part.prototype.setBPM = function (tempo, rampTime) {
this.metro.setBPM(tempo, rampTime);
};
/**
* Returns the tempo, in Beats Per Minute, of this part.
*
* @method getBPM
* @for p5.Part
* @return {Number}
*/
p5.Part.prototype.getBPM = function () {
return this.metro.getBPM();
};
/**
* Start playback of this part. It will play
* through all of its phrases at a speed
* determined by setBPM.
*
* @method start
* @for p5.Part
* @param {Number} [time] seconds from now
*/
p5.Part.prototype.start = function (time) {
if (!this.isPlaying) {
this.isPlaying = true;
this.metro.resetSync(this);
var t = time || 0;
this.metro.start(t);
}
};
/**
* Loop playback of this part. It will begin
* looping through all of its phrases at a speed
* determined by setBPM.
*
* @method loop
* @for p5.Part
* @param {Number} [time] seconds from now
*/
p5.Part.prototype.loop = function (time) {
this.looping = true;
this.onended = function () {
this.partStep = 0;
};
var t = time || 0;
this.start(t);
};
/**
* Tell the part to stop looping.
*
* @method noLoop
* @for p5.Part
*/
p5.Part.prototype.noLoop = function () {
this.looping = false;
this.onended = function () {
this.stop();
};
};
/**
* Stop the part and cue it to step 0. Playback will resume from the begining of the Part when it is played again.
*
* @method stop
* @for p5.Part
* @param {Number} [time] seconds from now
*/
p5.Part.prototype.stop = function (time) {
this.partStep = 0;
this.pause(time);
};
/**
* Pause the part. Playback will resume
* from the current step.
*
* @method pause
* @for p5.Part
* @param {Number} time seconds from now
*/
p5.Part.prototype.pause = function (time) {
this.isPlaying = false;
var t = time || 0;
this.metro.stop(t);
};
/**
* Add a p5.Phrase to this Part.
*
* @method addPhrase
* @for p5.Part
* @param {p5.Phrase} phrase reference to a p5.Phrase
*/
p5.Part.prototype.addPhrase = function (name, callback, array) {
var p;
if (arguments.length === 3) {
p = new p5.Phrase(name, callback, array);
} else if (arguments[0] instanceof p5.Phrase) {
p = arguments[0];
} else {
throw 'invalid input. addPhrase accepts name, callback, array or a p5.Phrase';
}
this.phrases.push(p);
if (p.sequence.length > this.length) {
this.length = p.sequence.length;
}
};
/**
* Remove a phrase from this part, based on the name it was
* given when it was created.
*
* @method removePhrase
* @for p5.Part
* @param {String} phraseName
*/
p5.Part.prototype.removePhrase = function (name) {
for (var i in this.phrases) {
if (this.phrases[i].name === name) {
this.phrases.splice(i, 1);
}
}
};
/**
* Get a phrase from this part, based on the name it was
* given when it was created. Now you can modify its array.
*
* @method getPhrase
* @for p5.Part
* @param {String} phraseName
*/
p5.Part.prototype.getPhrase = function (name) {
for (var i in this.phrases) {
if (this.phrases[i].name === name) {
return this.phrases[i];
}
}
};
/**
* Find all sequences with the specified name, and replace their patterns with the specified array.
*
* @method replaceSequence
* @for p5.Part
* @param {String} phraseName
* @param {Array} sequence Array of values to pass into the callback
* at each step of the phrase.
*/
p5.Part.prototype.replaceSequence = function (name, array) {
for (var i in this.phrases) {
if (this.phrases[i].name === name) {
this.phrases[i].sequence = array;
}
}
};
p5.Part.prototype.incrementStep = function (time) {
if (this.partStep < this.length - 1) {
this.callback(time);
this.partStep += 1;
} else {
if (!this.looping && this.partStep === this.length - 1) {
this.onended();
}
}
};
/**
* Set the function that will be called at every step. This will clear the previous function.
*
* @method onStep
* @for p5.Part
* @param {Function} callback The name of the callback
* you want to fire
* on every beat/tatum.
*/
p5.Part.prototype.onStep = function (callback) {
this.callback = callback;
};
/**
* A Score consists of a series of Parts. The parts will
* be played back in order. For example, you could have an
* A part, a B part, and a C part, and play them back in this order
* new p5.Score(a, a, b, a, c)
*
* @class p5.Score
* @constructor
* @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.
*/
p5.Score = function () {
this.parts = [];
this.currentPart = 0;
var thisScore = this;
for (var i in arguments) {
if (arguments[i] && this.parts[i]) {
this.parts[i] = arguments[i];
this.parts[i].nextPart = this.parts[i + 1];
this.parts[i].onended = function () {
thisScore.resetPart(i);
playNextPart(thisScore);
};
}
}
this.looping = false;
};
p5.Score.prototype.onended = function () {
if (this.looping) {
this.parts[0].start();
} else {
this.parts[this.parts.length - 1].onended = function () {
this.stop();
this.resetParts();
};
}
this.currentPart = 0;
};
/**
* Start playback of the score.
*
* @method start
* @for p5.Score
*/
p5.Score.prototype.start = function () {
this.parts[this.currentPart].start();
this.scoreStep = 0;
};
/**
* Stop playback of the score.
*
* @method stop
* @for p5.Score
*/
p5.Score.prototype.stop = function () {
this.parts[this.currentPart].stop();
this.currentPart = 0;
this.scoreStep = 0;
};
/**
* Pause playback of the score.
*
* @method pause
* @for p5.Score
*/
p5.Score.prototype.pause = function () {
this.parts[this.currentPart].stop();
};
/**
* Loop playback of the score.
*
* @method loop
* @for p5.Score
*/
p5.Score.prototype.loop = function () {
this.looping = true;
this.start();
};
/**
* Stop looping playback of the score. If it
* is currently playing, this will go into effect
* after the current round of playback completes.
*
* @method noLoop
* @for p5.Score
*/
p5.Score.prototype.noLoop = function () {
this.looping = false;
};
p5.Score.prototype.resetParts = function () {
var self = this;
this.parts.forEach(function (part) {
self.resetParts[part];
});
};
p5.Score.prototype.resetPart = function (i) {
this.parts[i].stop();
this.parts[i].partStep = 0;
for (var p in this.parts[i].phrases) {
if (this.parts[i]) {
this.parts[i].phrases[p].phraseStep = 0;
}
}
};
/**
* Set the tempo for all parts in the score
*
* @method setBPM
* @for p5.Score
* @param {Number} BPM Beats Per Minute
* @param {Number} rampTime Seconds from now
*/
p5.Score.prototype.setBPM = function (bpm, rampTime) {
for (var i in this.parts) {
if (this.parts[i]) {
this.parts[i].setBPM(bpm, rampTime);
}
}
};
function playNextPart(aScore) {
aScore.currentPart++;
if (aScore.currentPart >= aScore.parts.length) {
aScore.scoreStep = 0;
aScore.onended();
} else {
aScore.scoreStep = 0;
aScore.parts[aScore.currentPart - 1].stop();
aScore.parts[aScore.currentPart].start();
}
}
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var Clock = __webpack_require__(27);
/**
* SoundLoop
*
* @class p5.SoundLoop
* @constructor
*
* @param {Function} callback this function will be called on each iteration of theloop
* @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.
*
* @example
*
* let synth, soundLoop;
* let notePattern = [60, 62, 64, 67, 69, 72];
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* colorMode(HSB);
* background(0, 0, 86);
* text('tap to start/stop', 10, 20);
*
* //the looper's callback is passed the timeFromNow
* //this value should be used as a reference point from
* //which to schedule sounds
* let intervalInSeconds = 0.2;
* soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);
*
* synth = new p5.MonoSynth();
* }
*
* function canvasPressed() {
* // ensure audio is enabled
* userStartAudio();
*
* if (soundLoop.isPlaying) {
* soundLoop.stop();
* } else {
* // start the loop
* soundLoop.start();
* }
* }
*
* function onSoundLoop(timeFromNow) {
* let noteIndex = (soundLoop.iterations - 1) % notePattern.length;
* let note = midiToFreq(notePattern[noteIndex]);
* synth.play(note, 0.5, timeFromNow);
* background(noteIndex * 360 / notePattern.length, 50, 100);
* }
*
*/
p5.SoundLoop = function (callback, interval) {
this.callback = callback;
/**
* musicalTimeMode uses Tone.Time convention
* true if string, false if number
* @property {Boolean} musicalTimeMode
*/
this.musicalTimeMode = typeof this._interval === 'number' ? false : true;
this._interval = interval || 1;
/**
* musicalTimeMode variables
* modify these only when the interval is specified in musicalTime format as a string
*/
this._timeSignature = 4;
this._bpm = 60;
this.isPlaying = false;
/**
* Set a limit to the number of loops to play. defaults to Infinity
* @property {Number} maxIterations
*/
this.maxIterations = Infinity;
var self = this;
this.clock = new Clock({
'callback': function callback(time) {
var timeFromNow = time - p5sound.audiocontext.currentTime;
/**
* Do not initiate the callback if timeFromNow is < 0
* This ususually occurs for a few milliseconds when the page
* is not fully loaded
*
* The callback should only be called until maxIterations is reached
*/
if (timeFromNow > 0 && self.iterations <= self.maxIterations) {
self.callback(timeFromNow);
}
},
'frequency': this._calcFreq()
});
};
/**
* Start the loop
* @method start
* @for p5.SoundLoop
* @param {Number} [timeFromNow] schedule a starting time
*/
p5.SoundLoop.prototype.start = function (timeFromNow) {
var t = timeFromNow || 0;
var now = p5sound.audiocontext.currentTime;
if (!this.isPlaying) {
this.clock.start(now + t);
this.isPlaying = true;
}
};
/**
* Stop the loop
* @method stop
* @for p5.SoundLoop
* @param {Number} [timeFromNow] schedule a stopping time
*/
p5.SoundLoop.prototype.stop = function (timeFromNow) {
var t = timeFromNow || 0;
var now = p5sound.audiocontext.currentTime;
if (this.isPlaying) {
this.clock.stop(now + t);
this.isPlaying = false;
}
};
/**
* Pause the loop
* @method pause
* @for p5.SoundLoop
* @param {Number} [timeFromNow] schedule a pausing time
*/
p5.SoundLoop.prototype.pause = function (timeFromNow) {
var t = timeFromNow || 0;
var now = p5sound.audiocontext.currentTime;
if (this.isPlaying) {
this.clock.pause(now + t);
this.isPlaying = false;
}
};
/**
* Synchronize loops. Use this method to start two more more loops in synchronization
* or to start a loop in synchronization with a loop that is already playing
* This method will schedule the implicit loop in sync with the explicit master loop
* i.e. loopToStart.syncedStart(loopToSyncWith)
*
* @method syncedStart
* @for p5.SoundLoop
* @param {Object} otherLoop a p5.SoundLoop to sync with
* @param {Number} [timeFromNow] Start the loops in sync after timeFromNow seconds
*/
p5.SoundLoop.prototype.syncedStart = function (otherLoop, timeFromNow) {
var t = timeFromNow || 0;
var now = p5sound.audiocontext.currentTime;
if (!otherLoop.isPlaying) {
otherLoop.clock.start(now + t);
otherLoop.isPlaying = true;
this.clock.start(now + t);
this.isPlaying = true;
} else if (otherLoop.isPlaying) {
var time = otherLoop.clock._nextTick - p5sound.audiocontext.currentTime;
this.clock.start(now + time);
this.isPlaying = true;
}
};
/**
* Updates frequency value, reflected in next callback
* @private
* @for p5.SoundLoop
* @method _update
*/
p5.SoundLoop.prototype._update = function () {
this.clock.frequency.value = this._calcFreq();
};
/**
* Calculate the frequency of the clock's callback based on bpm, interval, and timesignature
* @private
* @for p5.SoundLoop
* @method _calcFreq
* @return {Number} new clock frequency value
*/
p5.SoundLoop.prototype._calcFreq = function () {
if (typeof this._interval === 'number') {
this.musicalTimeMode = false;
return 1 / this._interval;
}
else if (typeof this._interval === 'string') {
this.musicalTimeMode = true;
return this._bpm / 60 / this._convertNotation(this._interval) * (this._timeSignature / 4);
}
};
/**
* Convert notation from musical time format to seconds
* Uses Tone.Time convention
* @private
* @for p5.SoundLoop
* @method _convertNotation
* @param {String} value value to be converted
* @return {Number} converted value in seconds
*/
p5.SoundLoop.prototype._convertNotation = function (value) {
var type = value.slice(-1);
value = Number(value.slice(0, -1));
switch (type) {
case 'm':
return this._measure(value);
case 'n':
return this._note(value);
default:
console.warn('Specified interval is not formatted correctly. See Tone.js ' + 'timing reference for more info: https://github.com/Tonejs/Tone.js/wiki/Time');
}
};
/**
* Helper conversion methods of measure and note
* @private
* @for p5.SoundLoop
* @method _measure
*/
p5.SoundLoop.prototype._measure = function (value) {
return value * this._timeSignature;
};
/**
* @private
* @method _note
* @for p5.SoundLoop
*/
p5.SoundLoop.prototype._note = function (value) {
return this._timeSignature / value;
};
/**
* Getters and Setters, setting any paramter will result in a change in the clock's
* frequency, that will be reflected after the next callback
* beats per minute (defaults to 60)
* @property {Number} bpm
* @for p5.SoundLoop
*/
Object.defineProperty(p5.SoundLoop.prototype, 'bpm', {
get: function get() {
return this._bpm;
},
set: function set(bpm) {
if (!this.musicalTimeMode) {
console.warn('Changing the BPM in "seconds" mode has no effect. ' + 'BPM is only relevant in musicalTimeMode ' + 'when the interval is specified as a string ' + '("2n", "4n", "1m"...etc)');
}
this._bpm = bpm;
this._update();
}
});
/**
* number of quarter notes in a measure (defaults to 4)
* @property {Number} timeSignature
* @for p5.SoundLoop
*/
Object.defineProperty(p5.SoundLoop.prototype, 'timeSignature', {
get: function get() {
return this._timeSignature;
},
set: function set(timeSig) {
if (!this.musicalTimeMode) {
console.warn('Changing the timeSignature in "seconds" mode has no effect. ' + 'BPM is only relevant in musicalTimeMode ' + 'when the interval is specified as a string ' + '("2n", "4n", "1m"...etc)');
}
this._timeSignature = timeSig;
this._update();
}
});
/**
* length of the loops interval
* @property {Number|String} interval
* @for p5.SoundLoop
*/
Object.defineProperty(p5.SoundLoop.prototype, 'interval', {
get: function get() {
return this._interval;
},
set: function set(interval) {
this.musicalTimeMode = typeof interval === 'Number' ? false : true;
this._interval = interval;
this._update();
}
});
/**
* how many times the callback has been called so far
* @property {Number} iterations
* @for p5.SoundLoop
* @readonly
*/
Object.defineProperty(p5.SoundLoop.prototype, 'iterations', {
get: function get() {
return this.clock.ticks;
}
});
return p5.SoundLoop;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
'use strict';
var p5sound = __webpack_require__(1);
var Effect = __webpack_require__(4);
var CustomError = __webpack_require__(11);
/**
* Compressor is an audio effect class that performs dynamics compression
* on an audio input source. This is a very commonly used technique in music
* and sound production. Compression creates an overall louder, richer,
* and fuller sound by lowering the volume of louds and raising that of softs.
* Compression can be used to avoid clipping (sound distortion due to
* peaks in volume) and is especially useful when many sounds are played
* at once. Compression can be used on indivudal sound sources in addition
* to the master output.
*
* This class extends p5.Effect.
* Methods amp(), chain(),
* drywet(), connect(), and
* disconnect() are available.
*
* @class p5.Compressor
* @constructor
* @extends p5.Effect
*
*
*/
p5.Compressor = function () {
Effect.call(this);
/**
* The p5.Compressor is built with a Web Audio Dynamics Compressor Node
*
* @property {AudioNode} compressor
*/
this.compressor = this.ac.createDynamicsCompressor();
this.input.connect(this.compressor);
this.compressor.connect(this.wet);
};
p5.Compressor.prototype = Object.create(Effect.prototype);
/**
* Performs the same function as .connect, but also accepts
* optional parameters to set compressor's audioParams
* @method process
* @for p5.Compressor
*
* @param {Object} src Sound source to be connected
*
* @param {Number} [attack] The amount of time (in seconds) to reduce the gain by 10dB,
* default = .003, range 0 - 1
* @param {Number} [knee] A decibel value representing the range above the
* threshold where the curve smoothly transitions to the "ratio" portion.
* default = 30, range 0 - 40
* @param {Number} [ratio] The amount of dB change in input for a 1 dB change in output
* default = 12, range 1 - 20
* @param {Number} [threshold] The decibel value above which the compression will start taking effect
* default = -24, range -100 - 0
* @param {Number} [release] The amount of time (in seconds) to increase the gain by 10dB
* default = .25, range 0 - 1
*/
p5.Compressor.prototype.process = function (src, attack, knee, ratio, threshold, release) {
src.connect(this.input);
this.set(attack, knee, ratio, threshold, release);
};
/**
* Set the paramters of a compressor.
* @method set
* @for p5.Compressor
* @param {Number} attack The amount of time (in seconds) to reduce the gain by 10dB,
* default = .003, range 0 - 1
* @param {Number} knee A decibel value representing the range above the
* threshold where the curve smoothly transitions to the "ratio" portion.
* default = 30, range 0 - 40
* @param {Number} ratio The amount of dB change in input for a 1 dB change in output
* default = 12, range 1 - 20
* @param {Number} threshold The decibel value above which the compression will start taking effect
* default = -24, range -100 - 0
* @param {Number} release The amount of time (in seconds) to increase the gain by 10dB
* default = .25, range 0 - 1
*/
p5.Compressor.prototype.set = function (attack, knee, ratio, threshold, release) {
if (typeof attack !== 'undefined') {
this.attack(attack);
}
if (typeof knee !== 'undefined') {
this.knee(knee);
}
if (typeof ratio !== 'undefined') {
this.ratio(ratio);
}
if (typeof threshold !== 'undefined') {
this.threshold(threshold);
}
if (typeof release !== 'undefined') {
this.release(release);
}
};
/**
* Get current attack or set value w/ time ramp
*
*
* @method attack
* @for p5.Compressor
* @param {Number} [attack] Attack is the amount of time (in seconds) to reduce the gain by 10dB,
* default = .003, range 0 - 1
* @param {Number} [time] Assign time value to schedule the change in value
*/
p5.Compressor.prototype.attack = function (attack, time) {
var t = time || 0;
if (typeof attack == 'number') {
this.compressor.attack.value = attack;
this.compressor.attack.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.compressor.attack.linearRampToValueAtTime(attack, this.ac.currentTime + 0.02 + t);
} else if (typeof attack !== 'undefined') {
attack.connect(this.compressor.attack);
}
return this.compressor.attack.value;
};
/**
* Get current knee or set value w/ time ramp
*
* @method knee
* @for p5.Compressor
* @param {Number} [knee] A decibel value representing the range above the
* threshold where the curve smoothly transitions to the "ratio" portion.
* default = 30, range 0 - 40
* @param {Number} [time] Assign time value to schedule the change in value
*/
p5.Compressor.prototype.knee = function (knee, time) {
var t = time || 0;
if (typeof knee == 'number') {
this.compressor.knee.value = knee;
this.compressor.knee.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.compressor.knee.linearRampToValueAtTime(knee, this.ac.currentTime + 0.02 + t);
} else if (typeof knee !== 'undefined') {
knee.connect(this.compressor.knee);
}
return this.compressor.knee.value;
};
/**
* Get current ratio or set value w/ time ramp
* @method ratio
* @for p5.Compressor
* @param {Number} [ratio] The amount of dB change in input for a 1 dB change in output
* default = 12, range 1 - 20
* @param {Number} [time] Assign time value to schedule the change in value
*/
p5.Compressor.prototype.ratio = function (ratio, time) {
var t = time || 0;
if (typeof ratio == 'number') {
this.compressor.ratio.value = ratio;
this.compressor.ratio.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.compressor.ratio.linearRampToValueAtTime(ratio, this.ac.currentTime + 0.02 + t);
} else if (typeof ratio !== 'undefined') {
ratio.connect(this.compressor.ratio);
}
return this.compressor.ratio.value;
};
/**
* Get current threshold or set value w/ time ramp
* @method threshold
* @for p5.Compressor
* @param {Number} threshold The decibel value above which the compression will start taking effect
* default = -24, range -100 - 0
* @param {Number} [time] Assign time value to schedule the change in value
*/
p5.Compressor.prototype.threshold = function (threshold, time) {
var t = time || 0;
if (typeof threshold == 'number') {
this.compressor.threshold.value = threshold;
this.compressor.threshold.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.compressor.threshold.linearRampToValueAtTime(threshold, this.ac.currentTime + 0.02 + t);
} else if (typeof threshold !== 'undefined') {
threshold.connect(this.compressor.threshold);
}
return this.compressor.threshold.value;
};
/**
* Get current release or set value w/ time ramp
* @method release
* @for p5.Compressor
* @param {Number} release The amount of time (in seconds) to increase the gain by 10dB
* default = .25, range 0 - 1
*
* @param {Number} [time] Assign time value to schedule the change in value
*/
p5.Compressor.prototype.release = function (release, time) {
var t = time || 0;
if (typeof release == 'number') {
this.compressor.release.value = release;
this.compressor.release.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
this.compressor.release.linearRampToValueAtTime(release, this.ac.currentTime + 0.02 + t);
} else if (typeof number !== 'undefined') {
release.connect(this.compressor.release);
}
return this.compressor.release.value;
};
/**
* Return the current reduction value
*
* @method reduction
* @for p5.Compressor
* @return {Number} Value of the amount of gain reduction that is applied to the signal
*/
p5.Compressor.prototype.reduction = function () {
return this.compressor.reduction.value;
};
p5.Compressor.prototype.dispose = function () {
Effect.prototype.dispose.apply(this);
if (this.compressor) {
this.compressor.disconnect();
delete this.compressor;
}
};
return p5.Compressor;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
var _require = __webpack_require__(6),
convertToWav = _require.convertToWav,
safeBufferSize = _require.safeBufferSize;
var processorNames = __webpack_require__(10);
var ac = p5sound.audiocontext;
/**
*
Record sounds for playback and/or to save as a .wav file.
* The p5.SoundRecorder records all sound output from your sketch,
* or can be assigned a specific source with setInput().
*
The record() method accepts a p5.SoundFile as a parameter.
* When playback is stopped (either after the given amount of time,
* or with the stop() method), the p5.SoundRecorder will send its
* recording to that p5.SoundFile for playback.
* let mic, recorder, soundFile;
* let state = 0;
*
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(canvasPressed);
* background(220);
* textAlign(CENTER, CENTER);
*
* // create an audio in
* mic = new p5.AudioIn();
*
* // prompts user to enable their browser mic
* mic.start();
*
* // create a sound recorder
* recorder = new p5.SoundRecorder();
*
* // connect the mic to the recorder
* recorder.setInput(mic);
*
* // this sound file will be used to
* // playback & save the recording
* soundFile = new p5.SoundFile();
*
* text('tap to record', width/2, height/2);
* }
*
* function canvasPressed() {
* // ensure audio is enabled
* userStartAudio();
*
* // make sure user enabled the mic
* if (state === 0 && mic.enabled) {
*
* // record to our p5.SoundFile
* recorder.record(soundFile);
*
* background(255,0,0);
* text('Recording!', width/2, height/2);
* state++;
* }
* else if (state === 1) {
* background(0,255,0);
*
* // stop recorder and
* // send result to soundFile
* recorder.stop();
*
* text('Done! Tap to play and download', width/2, height/2, width - 20);
* state++;
* }
*
* else if (state === 2) {
* soundFile.play(); // play the result!
* save(soundFile, 'mySound.wav');
* state++;
* }
* }
*
*/
p5.SoundRecorder = function () {
this.input = ac.createGain();
this.output = ac.createGain();
this._inputChannels = 2;
this._outputChannels = 2;
var workletBufferSize = safeBufferSize(1024);
this._workletNode = new AudioWorkletNode(ac, processorNames.recorderProcessor, {
outputChannelCount: [this._outputChannels],
processorOptions: {
numInputChannels: this._inputChannels,
bufferSize: workletBufferSize
}
});
this._workletNode.port.onmessage = function (event) {
if (event.data.name === 'buffers') {
var buffers = [new Float32Array(event.data.leftBuffer), new Float32Array(event.data.rightBuffer)];
this._callback(buffers);
}
}.bind(this);
/**
* callback invoked when the recording is over
* @private
* @type Function(Float32Array)
*/
this._callback = function () {};
this._workletNode.connect(p5.soundOut._silentNode);
this.setInput();
p5sound.soundArray.push(this);
};
/**
* Connect a specific device to the p5.SoundRecorder.
* If no parameter is given, p5.SoundRecorer will record
* all audible p5.sound from your sketch.
*
* @method setInput
* @for p5.SoundRecorder
* @param {Object} [unit] p5.sound object or a web audio unit
* that outputs sound
*/
p5.SoundRecorder.prototype.setInput = function (unit) {
this.input.disconnect();
this.input = null;
this.input = ac.createGain();
this.input.connect(this._workletNode);
this.input.connect(this.output);
if (unit) {
unit.connect(this.input);
} else {
p5.soundOut.output.connect(this.input);
}
};
/**
* Start recording. To access the recording, provide
* a p5.SoundFile as the first parameter. The p5.SoundRecorder
* will send its recording to that p5.SoundFile for playback once
* recording is complete. Optional parameters include duration
* (in seconds) of the recording, and a callback function that
* will be called once the complete recording has been
* transfered to the p5.SoundFile.
*
* @method record
* @for p5.SoundRecorder
* @param {p5.SoundFile} soundFile p5.SoundFile
* @param {Number} [duration] Time (in seconds)
* @param {Function} [callback] The name of a function that will be
* called once the recording completes
*/
p5.SoundRecorder.prototype.record = function (sFile, duration, callback) {
this._workletNode.port.postMessage({
name: 'start',
duration: duration
});
if (sFile && callback) {
this._callback = function (buffer) {
sFile.setBuffer(buffer);
callback();
};
} else if (sFile) {
this._callback = function (buffer) {
sFile.setBuffer(buffer);
};
}
};
/**
* Stop the recording. Once the recording is stopped,
* the results will be sent to the p5.SoundFile that
* was given on .record(), and if a callback function
* was provided on record, that function will be called.
*
* @method stop
* @for p5.SoundRecorder
*/
p5.SoundRecorder.prototype.stop = function () {
this._workletNode.port.postMessage({
name: 'stop'
});
};
p5.SoundRecorder.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this._callback = function () {};
if (this.input) {
this.input.disconnect();
}
this.input = null;
this._workletNode = null;
};
/**
* Save a p5.SoundFile as a .wav file. The browser will prompt the user
* to download the file to their device.
* For uploading audio to a server, use
* `p5.SoundFile.saveBlob`.
*
* @for p5
* @method saveSound
* @param {p5.SoundFile} soundFile p5.SoundFile that you wish to save
* @param {String} fileName name of the resulting .wav file.
*/
p5.prototype.saveSound = function (soundFile, fileName) {
var dataView = convertToWav(soundFile.buffer);
p5.prototype.writeFile([dataView], fileName, 'wav');
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function () {
/**
*
PeakDetect works in conjunction with p5.FFT to
* look for onsets in some or all of the frequency spectrum.
*
*
* To use p5.PeakDetect, call update in the draw loop
* and pass in a p5.FFT object.
*
*
* You can listen for a specific part of the frequency spectrum by
* setting the range between freq1 and freq2.
*
*
*
threshold is the threshold for detecting a peak,
* scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud
* as 1.0.
*
*
* The update method is meant to be run in the draw loop, and
* frames determines how many loops must pass before
* another peak can be detected.
* For example, if the frameRate() = 60, you could detect the beat of a
* 120 beat-per-minute song with this equation:
* framesPerPeak = 60 / (estimatedBPM / 60 );
*
*
*
* Based on example contribtued by @b2renger, and a simple beat detection
* explanation by Felix Turner.
*
*
* @class p5.PeakDetect
* @constructor
* @param {Number} [freq1] lowFrequency - defaults to 20Hz
* @param {Number} [freq2] highFrequency - defaults to 20000 Hz
* @param {Number} [threshold] Threshold for detecting a beat between 0 and 1
* scaled logarithmically where 0.1 is 1/2 the loudness
* of 1.0. Defaults to 0.35.
* @param {Number} [framesPerPeak] Defaults to 20.
* @example
*
*
* var cnv, soundFile, fft, peakDetect;
* var ellipseWidth = 10;
*
* function preload() {
* soundFile = loadSound('assets/beat.mp3');
* }
*
* function setup() {
* background(0);
* noStroke();
* fill(255);
* textAlign(CENTER);
*
* // p5.PeakDetect requires a p5.FFT
* fft = new p5.FFT();
* peakDetect = new p5.PeakDetect();
* }
*
* function draw() {
* background(0);
* text('click to play/pause', width/2, height/2);
*
* // peakDetect accepts an fft post-analysis
* fft.analyze();
* peakDetect.update(fft);
*
* if ( peakDetect.isDetected ) {
* ellipseWidth = 50;
* } else {
* ellipseWidth *= 0.95;
* }
*
* ellipse(width/2, height/2, ellipseWidth, ellipseWidth);
* }
*
* // toggle play/stop when canvas is clicked
* function mouseClicked() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* if (soundFile.isPlaying() ) {
* soundFile.stop();
* } else {
* soundFile.play();
* }
* }
* }
*
*/
p5.PeakDetect = function (freq1, freq2, threshold, _framesPerPeak) {
this.framesPerPeak = _framesPerPeak || 20;
this.framesSinceLastPeak = 0;
this.decayRate = 0.95;
this.threshold = threshold || 0.35;
this.cutoff = 0;
this.cutoffMult = 1.5;
this.energy = 0;
this.penergy = 0;
this.currentValue = 0;
/**
* isDetected is set to true when a peak is detected.
*
* @attribute isDetected {Boolean}
* @default false
*/
this.isDetected = false;
this.f1 = freq1 || 40;
this.f2 = freq2 || 20000;
this._onPeak = function () {};
};
/**
* The update method is run in the draw loop.
*
* Accepts an FFT object. You must call .analyze()
* on the FFT object prior to updating the peakDetect
* because it relies on a completed FFT analysis.
*
* @method update
* @param {p5.FFT} fftObject A p5.FFT object
*/
p5.PeakDetect.prototype.update = function (fftObject) {
var nrg = this.energy = fftObject.getEnergy(this.f1, this.f2) / 255;
if (nrg > this.cutoff && nrg > this.threshold && nrg - this.penergy > 0) {
this._onPeak();
this.isDetected = true;
this.cutoff = nrg * this.cutoffMult;
this.framesSinceLastPeak = 0;
} else {
this.isDetected = false;
if (this.framesSinceLastPeak <= this.framesPerPeak) {
this.framesSinceLastPeak++;
} else {
this.cutoff *= this.decayRate;
this.cutoff = Math.max(this.cutoff, this.threshold);
}
}
this.currentValue = nrg;
this.penergy = nrg;
};
/**
* onPeak accepts two arguments: a function to call when
* a peak is detected. The value of the peak,
* between 0.0 and 1.0, is passed to the callback.
*
* @method onPeak
* @param {Function} callback Name of a function that will
* be called when a peak is
* detected.
* @param {Object} [val] Optional value to pass
* into the function when
* a peak is detected.
* @example
*
* var cnv, soundFile, fft, peakDetect;
* var ellipseWidth = 0;
*
* function preload() {
* soundFile = loadSound('assets/beat.mp3');
* }
*
* function setup() {
* cnv = createCanvas(100,100);
* textAlign(CENTER);
*
* fft = new p5.FFT();
* peakDetect = new p5.PeakDetect();
*
* setupSound();
*
* // when a beat is detected, call triggerBeat()
* peakDetect.onPeak(triggerBeat);
* }
*
* function draw() {
* background(0);
* fill(255);
* text('click to play', width/2, height/2);
*
* fft.analyze();
* peakDetect.update(fft);
*
* ellipseWidth *= 0.95;
* ellipse(width/2, height/2, ellipseWidth, ellipseWidth);
* }
*
* // this function is called by peakDetect.onPeak
* function triggerBeat() {
* ellipseWidth = 50;
* }
*
* // mouseclick starts/stops sound
* function setupSound() {
* cnv.mouseClicked( function() {
* if (soundFile.isPlaying() ) {
* soundFile.stop();
* } else {
* soundFile.play();
* }
* });
* }
*
*/
p5.PeakDetect.prototype.onPeak = function (callback, val) {
var self = this;
self._onPeak = function () {
callback(self.energy, val);
};
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var p5sound = __webpack_require__(1);
/**
* A gain node is usefull to set the relative volume of sound.
* It's typically used to build mixers.
*
* @class p5.Gain
* @constructor
* @example
*
*
* // load two soundfile and crossfade beetween them
* let sound1,sound2;
* let sound1Gain, sound2Gain, masterGain;
* function preload(){
* soundFormats('ogg', 'mp3');
* sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');
* sound2 = loadSound('assets/beat');
* }
* function setup() {
* let cnv = createCanvas(100, 100);
* cnv.mousePressed(startSound);
* // create a 'master' gain to which we will connect both soundfiles
* masterGain = new p5.Gain();
* masterGain.connect();
* sound1.disconnect(); // diconnect from p5 output
* sound1Gain = new p5.Gain(); // setup a gain node
* sound1Gain.setInput(sound1); // connect the first sound to its input
* sound1Gain.connect(masterGain); // connect its output to the 'master'
* sound2.disconnect();
* sound2Gain = new p5.Gain();
* sound2Gain.setInput(sound2);
* sound2Gain.connect(masterGain);
* }
* function startSound() {
* sound1.loop();
* sound2.loop();
* loop();
* }
* function mouseReleased() {
* sound1.stop();
* sound2.stop();
* }
* function draw(){
* background(220);
* textAlign(CENTER);
* textSize(11);
* fill(0);
* if (!sound1.isPlaying()) {
* text('tap and drag to play', width/2, height/2);
* return;
* }
* // map the horizontal position of the mouse to values useable for volume * control of sound1
* var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);
* var sound2Volume = 1-sound1Volume;
* sound1Gain.amp(sound1Volume);
* sound2Gain.amp(sound2Volume);
* // map the vertical position of the mouse to values useable for 'master * volume control'
* var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);
* masterGain.amp(masterVolume);
* text('master', width/2, height - masterVolume * height * 0.9)
* fill(255, 0, 255);
* textAlign(LEFT);
* text('sound1', 5, height - sound1Volume * height * 0.9);
* textAlign(RIGHT);
* text('sound2', width - 5, height - sound2Volume * height * 0.9);
* }
*
*/
p5.Gain = function () {
this.ac = p5sound.audiocontext;
this.input = this.ac.createGain();
this.output = this.ac.createGain();
this.input.gain.value = 0.5;
this.input.connect(this.output);
p5sound.soundArray.push(this);
};
/**
* Connect a source to the gain node.
*
* @method setInput
* @for p5.Gain
* @param {Object} src p5.sound / Web Audio object with a sound
* output.
*/
p5.Gain.prototype.setInput = function (src) {
src.connect(this.input);
};
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @for p5.Gain
* @param {Object} unit
*/
p5.Gain.prototype.connect = function (unit) {
var u = unit || p5.soundOut.input;
this.output.connect(u.input ? u.input : u);
};
/**
* Disconnect all output.
*
* @method disconnect
* @for p5.Gain
*/
p5.Gain.prototype.disconnect = function () {
if (this.output) {
this.output.disconnect();
}
};
/**
* Set the output level of the gain node.
*
* @method amp
* @for p5.Gain
* @param {Number} volume amplitude between 0 and 1.0
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
p5.Gain.prototype.amp = function (vol, rampTime, tFromNow) {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
};
p5.Gain.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
if (this.output) {
this.output.disconnect();
delete this.output;
}
if (this.input) {
this.input.disconnect();
delete this.input;
}
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
(function(module, exports, __webpack_require__) {
"use strict";
var __WEBPACK_AMD_DEFINE_RESULT__;
!(__WEBPACK_AMD_DEFINE_RESULT__ = (function (require) {
var Effect = __webpack_require__(4);
function makeDistortionCurve(amount) {
var k = typeof amount === 'number' ? amount : 50;
var numSamples = 44100;
var curve = new Float32Array(numSamples);
var deg = Math.PI / 180;
var i = 0;
var x;
for (; i < numSamples; ++i) {
x = i * 2 / numSamples - 1;
curve[i] = (3 + k) * x * 20 * deg / (Math.PI + k * Math.abs(x));
}
return curve;
}
/**
* A Distortion effect created with a Waveshaper Node,
* with an approach adapted from
* [Kevin Ennis](http://stackoverflow.com/questions/22312841/waveshaper-node-in-webaudio-how-to-emulate-distortion)
*
* This class extends p5.Effect.
* Methods amp(), chain(),
* drywet(), connect(), and
* disconnect() are available.
*
* @class p5.Distortion
* @extends p5.Effect
* @constructor
* @param {Number} [amount=0.25] Unbounded distortion amount.
* Normal values range from 0-1.
* @param {String} [oversample='none'] 'none', '2x', or '4x'.
*
*/
p5.Distortion = function (amount, oversample) {
Effect.call(this);
if (typeof amount === 'undefined') {
amount = 0.25;
}
if (typeof amount !== 'number') {
throw new Error('amount must be a number');
}
if (typeof oversample === 'undefined') {
oversample = '2x';
}
if (typeof oversample !== 'string') {
throw new Error('oversample must be a String');
}
var curveAmount = p5.prototype.map(amount, 0.0, 1.0, 0, 2000);
/**
* The p5.Distortion is built with a
*
* Web Audio WaveShaper Node.
*
* @property {AudioNode} WaveShaperNode
*/
this.waveShaperNode = this.ac.createWaveShaper();
this.amount = curveAmount;
this.waveShaperNode.curve = makeDistortionCurve(curveAmount);
this.waveShaperNode.oversample = oversample;
this.input.connect(this.waveShaperNode);
this.waveShaperNode.connect(this.wet);
};
p5.Distortion.prototype = Object.create(Effect.prototype);
/**
* Process a sound source, optionally specify amount and oversample values.
*
* @method process
* @for p5.Distortion
* @param {Number} [amount=0.25] Unbounded distortion amount.
* Normal values range from 0-1.
* @param {String} [oversample='none'] 'none', '2x', or '4x'.
*/
p5.Distortion.prototype.process = function (src, amount, oversample) {
src.connect(this.input);
this.set(amount, oversample);
};
/**
* Set the amount and oversample of the waveshaper distortion.
*
* @method set
* @for p5.Distortion
* @param {Number} [amount=0.25] Unbounded distortion amount.
* Normal values range from 0-1.
* @param {String} [oversample='none'] 'none', '2x', or '4x'.
*/
p5.Distortion.prototype.set = function (amount, oversample) {
if (amount) {
var curveAmount = p5.prototype.map(amount, 0.0, 1.0, 0, 2000);
this.amount = curveAmount;
this.waveShaperNode.curve = makeDistortionCurve(curveAmount);
}
if (oversample) {
this.waveShaperNode.oversample = oversample;
}
};
/**
* Return the distortion amount, typically between 0-1.
*
* @method getAmount
* @for p5.Distortion
* @return {Number} Unbounded distortion amount.
* Normal values range from 0-1.
*/
p5.Distortion.prototype.getAmount = function () {
return this.amount;
};
/**
* Return the oversampling.
*
* @method getOversample
* @for p5.Distortion
* @return {String} Oversample can either be 'none', '2x', or '4x'.
*/
p5.Distortion.prototype.getOversample = function () {
return this.waveShaperNode.oversample;
};
p5.Distortion.prototype.dispose = function () {
Effect.prototype.dispose.apply(this);
if (this.waveShaperNode) {
this.waveShaperNode.disconnect();
this.waveShaperNode = null;
}
};
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
})
]);