An online landscape, built as a tool to explore the many aspects of the human voice.
https://voicegardens.org
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230 lines
4.5 KiB
230 lines
4.5 KiB
"use strict";
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//
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// Vocoder front-end Javascript
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//
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// https://learnxinyminutes.com/docs/javascript/
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// https://developer.mozilla.org/en-US/docs/web/javascript/reference
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//
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var archiveUrl = "http://localhost:5000/add-to-archive";
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var canvasColour = "white";
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var canvasHeight = 400;
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var canvasWidth = 800;
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var frameRate = 30;
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var microphone;
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var newSoundJustRecorded = false;
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var playButton;
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var recordButton;
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var recorder;
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var recording;
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var recordingTimeout = 30000; // 30 seconds (in milliseconds)
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var shapes = [];
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var stopButton;
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function record() {
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/**
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* Starting recording.
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**/
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if (microphone.enabled) {
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setTimeout(recorder.record(recording), recordingTimeout);
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}
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}
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function stop() {
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/**
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* Stop recording a new recording.
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**/
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if (recorder.recording) {
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recorder.stop();
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newSoundJustRecorded = true;
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}
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}
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function play() {
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/**
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* Play the recording.
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**/
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if (recording.isLoaded()) {
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recording.play();
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}
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}
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function archive() {
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/**
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* Send the recording to the back-end.
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**/
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var soundBlob = recording.getBlob();
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var formData = new FormData();
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var date = new Date();
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var filename = date.getTime().toString() + ".wav";
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formData.append("file", soundBlob, filename);
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var config = new Headers({ "Content-Type": "multipart/form-data" });
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axios.post(archiveUrl, formData, config).catch(function(error) {
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console.log(
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"Upload failed!",
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"Received the following message:",
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error.response.data
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);
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});
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}
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function setupRecording() {
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/**
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* Setup logic for recording.
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**/
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microphone = new p5.AudioIn();
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microphone.start();
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recorder = new p5.SoundRecorder();
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recorder.setInput(microphone);
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recording = new p5.SoundFile();
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// TODO: buttons are just for experimenting ...
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recordButton = createButton("record");
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recordButton.position(10, 90);
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recordButton.mousePressed(record);
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stopButton = createButton("stop");
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stopButton.position(120, 90);
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stopButton.mousePressed(stop);
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playButton = createButton("play");
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playButton.position(210, 90);
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playButton.mousePressed(play);
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playButton = createButton("archive");
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playButton.position(300, 90);
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playButton.mousePressed(archive);
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}
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function getSoundInfo() {
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/**
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* Retrieve sound information like pitch, amplitude, duration, etc.
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**/
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amplitude = recording.getPeaks();
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duration = recording.duration();
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// pitch?
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// nuance?
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}
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class GeneratedShape {
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constructor() {
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/**
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* Initialise the new shape.
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**/
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this.w = 20;
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this.h = 20;
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this.x = random(width);
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this.y = random(height);
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this.xSpeed = 1.8;
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this.ySpeed = 1.8;
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this.xDirection = 1;
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this.yDirection = 1;
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this.synth = new p5.MonoSynth();
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}
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collide(shapes) {
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/**
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* Detect if the shape collides with another shape.
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**/
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if (shapes.length === 1) {
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return false;
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}
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for (var shape of shapes) {
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if (this === shape) {
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continue;
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}
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var collision = collideCircleCircle(
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this.x,
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this.y,
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this.w,
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shape.x,
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shape.y,
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shape.w
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);
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if (collision === true) {
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return true;
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}
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}
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return false;
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}
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sound() {
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/**
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* Play a sound after a collision is detected.
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**/
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var notes = ["G2", "C3", "G3"];
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var duration = 0.8;
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var time = 0;
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var velocity = 0.5;
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var index = random(0, notes.length + 1);
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this.synth.play(notes[index], velocity, time, duration);
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}
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move() {
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/**
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* Move the shape around the canvas.
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**/
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this.x = this.x + this.xSpeed * this.xDirection;
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this.y = this.y + this.ySpeed * this.yDirection;
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if (this.x > width - this.w || this.x < this.w) {
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this.xDirection *= -1;
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}
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if (this.y > height - this.h || this.y < this.h) {
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this.yDirection *= -1;
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}
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}
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display() {
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/**
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* Show the shape on the canvas.
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**/
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// TODO: use getSoundInfo function to influence how shape is drawn
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ellipse(this.x, this.y, this.w, this.h); // TODO: experimenting for now ...
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}
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}
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function setup() {
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/**
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* The p5.js initial setup function.
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**/
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createCanvas(canvasWidth, canvasHeight); // TODO: experimenting for now ...
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setupRecording();
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frameRate(frameRate);
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}
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function draw() {
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/**
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* The p5.js draw loop.
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**/
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background(canvasColour);
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if (newSoundJustRecorded === true) {
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shapes.push(new GeneratedShape());
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newSoundJustRecorded = false;
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}
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for (var shape of shapes) {
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shape.move();
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shape.display();
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if (shape.collide(shapes) === true) {
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shape.sound();
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}
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}
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}
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