スカッシュからブロック崩しに移る前に、WebAudioで効果音をつけてみた。以前作ったシューティングゲームの波形メモリ風音源を修正して使っている。動かしてみるとFirefoxでは動作するが、Chromeでは動作しない。今までAudioBufferSourceNode
のbuffer
パラメータはリソースを再設定することが可能だったのだが、最近のChromeではそれができなくなったようだ。 AudioBufferSourceNode
の仕様からするとそのほうが正しいかとは思うが。
Edgeでは残念ながらそのままでは動作しない。about:flagsにて「試験的なJavaScript機能を有効にする」にチェックを入れ、再起動すると動作する。
スカッシュゲームの面白さを追求したとはとても言えないけれど、ブロック崩しが作りたくてしょうがないので次に進むことにする。
動作サンプル
ソースコード・リソース
### 効果音をつける
* 自作の波形メモリ音源を使って効果音をつける。
### 今のところ
* Chrome,Firefoxでは動作
* Edgeではabout:flagsにて「試験的なJavaScript機能を有効にする」にチェックを入れると動作する。またPointer Lockができない。
/// <reference path="song.js" />
/// <reference path="dsp.js" />
//// Web Audio API ラッパークラス ////
function initAudio(global) {
global.SF = global.SF || {};
var SF = global.SF;
var fft = new FFT(4096, 44100);
var BUFFER_SIZE = 1024;
var TIME_BASE = 96;
noteFreq = [];
for (var i = -81; i < 46; ++i) {
noteFreq.push(Math.pow(2, i / 12));
}
var SquareWave = {
bits: 4,
wavedata: [0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0, 0, 0, 0, 0, 0, 0, 0]
};// 4bit wave form
var SawWave = {
bits: 4,
wavedata: [0x0, 0x1, 0x2, 0x3, 0x4, 0x5, 0x6, 0x7, 0x8, 0x9, 0xa, 0xb, 0xc, 0xd, 0xe, 0xf]
};// 4bit wave form
var TriWave = {
bits: 4,
wavedata: [0x0, 0x2, 0x4, 0x6, 0x8, 0xA, 0xC, 0xE, 0xF, 0xE, 0xC, 0xA, 0x8, 0x6, 0x4, 0x2]
};
function decodeStr(bits, wavestr) {
var arr = [];
var n = bits / 4 | 0;
var c = 0;
var zeropos = 1 << (bits - 1);
while (c < wavestr.length) {
var d = 0;
for (var i = 0; i < n; ++i) {
eval("d = (d << 4) + 0x" + wavestr.charAt(c++) + ";");
}
arr.push((d - zeropos) / zeropos);
}
return arr;
}
var waves = [
decodeStr(4, 'EEEEEEEEEEEEEEEE0000000000000000'),
decodeStr(4, '00112233445566778899AABBCCDDEEFF'),
decodeStr(4, '023466459AA8A7A977965656ACAACDEF'),
decodeStr(4, 'BDCDCA999ACDCDB94212367776321247'),
decodeStr(4, '7ACDEDCA742101247BDEDB7320137E78'),
decodeStr(4, 'ACCA779BDEDA66679994101267742247'),
decodeStr(4, '7EC9CEA7CFD8AB728D94572038513531'),
decodeStr(4, 'EE77EE77EE77EE770077007700770077'),
decodeStr(4, 'EEEE8888888888880000888888888888')//ノイズ用のダミー波形
];
var waveSamples = [];
function WaveSample(audioctx, ch, sampleLength, sampleRate) {
this.sample = audioctx.createBuffer(ch, sampleLength, sampleRate || audioctx.sampleRate);
this.loop = false;
this.start = 0;
this.end = (sampleLength - 1) / (sampleRate || audioctx.sampleRate);
}
function createWaveSampleFromWaves(audioctx, sampleLength) {
for (var i = 0, end = waves.length; i < end; ++i) {
var sample = new WaveSample(audioctx, 1, sampleLength);
waveSamples.push(sample);
if (i != 8) {
var wavedata = waves[i];
var delta = 440.0 * wavedata.length / audioctx.sampleRate;
var stime = 0;
var output = sample.sample.getChannelData(0);
var len = wavedata.length;
var index = 0;
var endsample = 0;
for (var j = 0; j < sampleLength; ++j) {
index = stime | 0;
output[j] = wavedata[index];
stime += delta;
if (stime >= len) {
stime = stime - len;
endsample = j;
}
}
sample.end = endsample / audioctx.sampleRate;
sample.loop = true;
} else {
// ボイス8はノイズ波形とする
var output = sample.sample.getChannelData(0);
for (var j = 0; j < sampleLength; ++j) {
output[j] = Math.random() * 2.0 - 1.0;
}
sample.end = sampleLength / audioctx.sampleRate;
sample.loop = true;
}
}
}
/// エンベロープジェネレーター
function EnvelopeGenerator(voice, attack, decay, sustain, release) {
this.voice = voice;
//this.keyon = false;
this.attack = attack || 0.0005;
this.decay = decay || 0.05;
this.sustain = sustain || 0.5;
this.release = release || 0.5;
this.v = 1.0;
};
EnvelopeGenerator.prototype =
{
keyon: function (t, vel) {
this.v = vel || 1.0;
var v = this.v;
var t0 = t || this.voice.audioctx.currentTime;
var t1 = t0 + this.attack * v;
var gain = this.voice.gain.gain;
gain.cancelScheduledValues(t0);
gain.setValueAtTime(0, t0);
gain.linearRampToValueAtTime(v, t1);
gain.linearRampToValueAtTime(this.sustain * v, t0 + this.decay / v);
//gain.setTargetAtTime(this.sustain * v, t1, t1 + this.decay / v);
},
keyoff: function (t) {
var voice = this.voice;
var gain = voice.gain.gain;
var t0 = t || voice.audioctx.currentTime;
gain.cancelScheduledValues(t0);
//gain.setValueAtTime(0, t0 + this.release / this.v);
//gain.setTargetAtTime(0, t0, t0 + this.release / this.v);
gain.linearRampToValueAtTime(0, t0 + this.release / this.v);
}
};
/// ボイス
function Voice(audioctx) {
this.audioctx = audioctx;
this.sample = waveSamples[6];
this.gain = audioctx.createGain();
this.gain.gain.value = 0.0;
this.volume = audioctx.createGain();
this.envelope = new EnvelopeGenerator(this);
this.initProcessor();
this.detune = 1.0;
this.volume.gain.value = 1.0;
this.gain.connect(this.volume);
this.output = this.volume;
};
Voice.prototype = {
initProcessor: function () {
this.processor = this.audioctx.createBufferSource();
this.processor.buffer = this.sample.sample;
this.processor.loop = this.sample.loop;
this.processor.loopStart = 0;
this.processor.playbackRate.value = 1.0;
this.processor.loopEnd = this.sample.end;
this.processor.connect(this.gain);
},
setSample: function (sample) {
this.envelope.keyoff(0);
this.processor.disconnect(this.gain);
this.sample = sample;
this.initProcessor();
this.processor.start();
},
start: function (startTime) {
// if (this.processor.playbackState == 3) {
this.processor.disconnect(this.gain);
this.initProcessor();
// } else {
// this.envelope.keyoff();
//
// }
this.processor.start(startTime);
},
stop: function (time) {
this.processor.stop(time);
this.reset();
},
keyon: function (t, note, vel) {
this.processor.playbackRate.setValueAtTime(noteFreq[note] * this.detune, t);
this.envelope.keyon(t, vel);
},
keyoff: function (t) {
this.envelope.keyoff(t);
},
reset: function () {
this.processor.playbackRate.cancelScheduledValues(0);
this.gain.gain.cancelScheduledValues(0);
this.gain.gain.value = 0;
}
}
function Audio() {
this.enable = false;
this.audioContext = window.AudioContext || window.webkitAudioContext || window.mozAudioContext;
if (this.audioContext) {
this.audioctx = new this.audioContext();
this.enable = true;
}
this.voices = [];
if (this.enable) {
createWaveSampleFromWaves(this.audioctx, BUFFER_SIZE);
this.filter = this.audioctx.createBiquadFilter();
this.filter.type = 'lowpass';
this.filter.frequency.value = 20000;
this.filter.Q.value = 0.0001;
this.noiseFilter = this.audioctx.createBiquadFilter();
this.noiseFilter.type = 'lowpass';
this.noiseFilter.frequency.value = 1000;
this.noiseFilter.Q.value = 1.8;
this.comp = this.audioctx.createDynamicsCompressor();
this.filter.connect(this.comp);
this.noiseFilter.connect(this.comp);
this.comp.connect(this.audioctx.destination);
for (var i = 0, end = this.VOICES; i < end; ++i) {
var v = new Voice(this.audioctx);
this.voices.push(v);
if (i == (this.VOICES - 1)) {
v.output.connect(this.noiseFilter);
} else {
v.output.connect(this.filter);
}
}
// this.started = false;
//this.voices[0].output.connect();
}
}
Audio.prototype = {
start: function () {
// if (this.started) return;
var voices = this.voices;
for (var i = 0, end = voices.length; i < end; ++i) {
voices[i].start(0);
}
//this.started = true;
},
stop: function () {
//if(this.started)
//{
var voices = this.voices;
for (var i = 0, end = voices.length; i < end; ++i) {
voices[i].stop(0);
}
// this.started = false;
//}
},
VOICES: 12
}
SF.audio = new Audio();
/**********************************************/
/* シーケンサーコマンド */
/**********************************************/
function Note(no, name) {
this.no = no;
this.name = name;
}
Note.prototype = {
process: function (track) {
var back = track.back;
var note = this;
var oct = this.oct || back.oct;
var step = this.step || back.step;
var gate = this.gate || back.gate;
var vel = this.vel || back.vel;
setQueue(track, note, oct, step, gate, vel);
}
}
var
C = new Note(0, 'C '),
Db = new Note(1, 'Db'),
D = new Note(2, 'D '),
Eb = new Note(3, 'Eb'),
E = new Note(4, 'E '),
F = new Note(5, 'F '),
Gb = new Note(6, 'Gb'),
G = new Note(7, 'G '),
Ab = new Note(8, 'Ab'),
A = new Note(9, 'A '),
Bb = new Note(10, 'Bb'),
B = new Note(11, 'B ');
// R = new Rest();
function SeqData(note, oct, step, gate, vel) {
this.note = note;
this.oct = oct;
//this.no = note.no + oct * 12;
this.step = step;
this.gate = gate;
this.vel = vel;
}
function setQueue(track, note, oct, step, gate, vel) {
var no = note.no + oct * 12;
var step_time = track.playingTime;
var gate_time = ((gate >= 0) ? gate * 60 : step * gate * 60 * -1.0) / (TIME_BASE * track.sequencer.tempo) + track.playingTime;
var voice = track.audio.voices[track.channel];
voice.keyon(step_time, no, vel);
voice.keyoff(gate_time);
track.playingTime = (step * 60) / (TIME_BASE * track.sequencer.tempo) + track.playingTime;
var back = track.back;
back.note = note;
back.oct = oct;
back.step = step;
back.gate = gate;
back.vel = vel;
}
SeqData.prototype = {
process: function (track) {
var back = track.back;
var note = this.note || back.note;
var oct = this.oct || back.oct;
var step = this.step || back.step;
var gate = this.gate || back.gate;
var vel = this.vel || back.vel;
setQueue(track, note, oct, step, gate, vel);
}
}
function S(note, oct, step, gate, vel) {
var args = Array.prototype.slice.call(arguments);
if (S.length != args.length) {
if (typeof (args[args.length - 1]) == 'object' && !(args[args.length - 1] instanceof Note)) {
var args1 = args[args.length - 1];
var l = args.length - 1;
return new SeqData(
((l != 0) ? note : false) || args1.note || args1.n || null,
((l != 1) ? oct : false) || args1.oct || args1.o || null,
((l != 2) ? step : false) || args1.step || args1.s || null,
((l != 3) ? gate : false) || args1.gate || args1.g || null,
((l != 4) ? vel : false) || args1.vel || args1.v || null
);
}
}
return new SeqData(note || null, oct || null, step || null, gate || null, vel || null);
}
function S1(note, oct, step, gate, vel) {
return S(note, oct, l(step), gate, vel);
}
function S2(note, len, dot, oct, gate, vel) {
return S(note, oct, l(len, dot), gate, vel);
}
function S3(note, step, gate, vel, oct) {
return S(note, oct, step, gate, vel);
}
/// 音符の長さ指定
function l(len, dot) {
var d = false;
if (dot) d = dot;
return (TIME_BASE * (4 + (d ? 2 : 0))) / len;
}
function Step(step) {
this.step = step;
}
Step.prototype.process = function (track) {
track.back.step = this.step;
}
function ST(step) {
return new Step(step);
}
function L(len, dot) {
return new Step(l(len, dot));
}
/// ゲートタイム指定
function GateTime(gate) {
this.gate = gate;
}
GateTime.prototype.process = function (track) {
track.back.gate = this.gate;
}
function GT(gate) {
return new GateTime(gate);
}
/// ベロシティ指定
function Velocity(vel) {
this.vel = vel;
}
Velocity.prototype.process = function (track) {
track.back.vel = this.vel;
}
function V(vel) {
return new Velocity(vel);
}
function Jump(pos) { this.pos = pos; };
Jump.prototype.process = function (track) {
track.seqPos = this.pos;
}
/// 音色設定
function Tone(no) {
this.no = no;
//this.sample = waveSamples[this.no];
}
Tone.prototype =
{
process: function (track) {
track.audio.voices[track.channel].setSample(waveSamples[this.no]);
}
}
function TONE(no) {
return new Tone(no);
}
function JUMP(pos) {
return new Jump(pos);
}
function Rest(step) {
this.step = step;
}
Rest.prototype.process = function (track) {
var step = this.step || track.back.step;
track.playingTime = track.playingTime + (this.step * 60) / (TIME_BASE * track.sequencer.tempo);
track.back.step = this.step;
}
function R1(step) {
return new Rest(step);
}
function R(len, dot) {
return new Rest(l(len, dot));
}
function Octave(oct) {
this.oct = oct;
}
Octave.prototype.process = function (track) {
track.back.oct = this.oct;
}
function O(oct) {
return new Octave(oct);
}
function OctaveUp(v) { this.v = v; };
OctaveUp.prototype.process = function (track) {
track.back.oct += this.v;
}
var OU = new OctaveUp(1);
var OD = new OctaveUp(-1);
function Tempo(tempo) {
this.tempo = tempo;
}
Tempo.prototype.process = function (track) {
track.sequencer.tempo = this.tempo;
}
function TEMPO(tempo) {
return new Tempo(tempo);
}
function Envelope(attack, decay, sustain, release) {
this.attack = attack;
this.decay = decay;
this.sustain = sustain;
this.release = release;
}
Envelope.prototype.process = function (track) {
var envelope = track.audio.voices[track.channel].envelope;
envelope.attack = this.attack;
envelope.decay = this.decay;
envelope.sustain = this.sustain;
envelope.release = this.release;
}
function ENV(attack, decay, sustain, release) {
return new Envelope(attack, decay, sustain, release);
}
/// デチューン
function Detune(detune) {
this.detune = detune;
}
Detune.prototype.process = function (track) {
var voice = track.audio.voices[track.channel];
voice.detune = this.detune;
}
function DETUNE(detune) {
return new Detune(detune);
}
function Volume(volume) {
this.volume = volume;
}
Volume.prototype.process = function (track) {
track.audio.voices[track.channel].volume.gain.setValueAtTime(this.volume, track.playingTime);
}
function VOLUME(volume) {
return new Volume(volume);
}
function LoopData(obj, varname, count, seqPos) {
this.varname = varname;
this.count = count;
this.obj = obj;
this.seqPos = seqPos;
}
function Loop(varname, count) {
this.loopData = new LoopData(this, varname, count, 0);
}
Loop.prototype.process = function (track) {
var stack = track.stack;
if (stack.length == 0 || stack[stack.length - 1].obj !== this) {
var ld = this.loopData;
stack.push(new LoopData(this, ld.varname, ld.count, track.seqPos));
}
}
function LOOP(varname, count) {
return new Loop(varname, count);
}
function LoopEnd() {
}
LoopEnd.prototype.process = function (track) {
var ld = track.stack[track.stack.length - 1];
ld.count--;
if (ld.count > 0) {
track.seqPos = ld.seqPos;
} else {
track.stack.pop();
}
}
var LOOP_END = new LoopEnd();
/// シーケンサートラック
function Track(sequencer, seqdata) {
this.name = '';
this.end = false;
this.oneshot = false;
this.sequencer = sequencer;
this.seqData = seqdata;
this.seqPos = 0;
this.mute = false;
this.playingTime = -1;
this.localTempo = sequencer.tempo;
this.trackVolume = 1.0;
this.transpose = 0;
this.solo = false;
this.channel = -1;
this.track = -1;
this.audio = SF.audio;
this.back = {
note: 72,
oct: 5,
step: 96,
gate: 48,
vel: 1.0
}
this.stack = [];
}
Track.prototype = {
process: function (currentTime) {
if (this.end) return;
var os = false;
if (this.oneshot) {
this.reset();
}
var seqSize = this.seqData.length;
if (this.seqPos >= seqSize) {
if (this.sequencer.repeat) {
this.seqPos = 0;
} else {
this.end = true;
return;
}
}
var seq = this.seqData;
this.playingTime = (this.playingTime > -1) ? this.playingTime : currentTime;
var endTime = currentTime + 0.2/*sec*/;
while (this.seqPos < seqSize) {
if (this.playingTime >= endTime && !this.oneshot) {
break;
} else {
var d = seq[this.seqPos];
d.process(this);
this.seqPos++;
}
}
},
reset: function () {
var curVoice = this.audio.voices[this.channel];
curVoice.gain.gain.cancelScheduledValues(0);
curVoice.processor.playbackRate.cancelScheduledValues(0);
curVoice.gain.gain.value = 0;
this.playingTime = -1;
this.seqPos = 0;
this.end = false;
}
}
function loadTracks(self, tracks, trackdata) {
for (var i = 0; i < trackdata.length; ++i) {
var track = new Track(self, trackdata[i].data);
track.channel = trackdata[i].channel;
track.oneshot = (!trackdata[i].oneshot) ? false : true;
track.track = i;
tracks.push(track);
}
}
function createTracks(trackdata) {
var tracks = [];
loadTracks(this, tracks, trackdata);
return tracks;
}
/// シーケンサー本体
function Sequencer() {
this.tempo = 100.0;
this.repeat = false;
this.play = false;
this.tracks = [];
this.pauseTime = 0;
this.status = this.STOP;
}
Sequencer.prototype = {
load: function (data) {
if (this.play) {
this.stop();
}
this.tracks.length = 0;
loadTracks(this, this.tracks, data.tracks);
},
start: function () {
// this.handle = window.setTimeout(function () { self.process() }, 50);
this.status = this.PLAY;
this.process();
},
process: function () {
if (this.status == this.PLAY) {
var tracks = this.tracks;
this.playTracks(tracks);
var self = this;
this.handle = window.setTimeout(function () { self.process() }, 50);
}
},
playTracks: function (tracks) {
var currentTime = SF.audio.audioctx.currentTime;
for (var i = 0, end = tracks.length; i < end; ++i) {
tracks[i].process(currentTime);
}
},
pause: function () {
this.status = this.PAUSE;
this.pauseTime = SF.audio.audioctx.currentTime;
},
resume: function () {
if (this.status == this.PAUSE) {
this.status = this.PLAY;
var tracks = this.tracks;
var adjust = SF.audio.audioctx.currentTime - this.pauseTime;
for (var i = 0, end = tracks.length; i < end; ++i) {
tracks[i].playingTime += adjust;
}
this.process();
}
},
stop: function () {
if (this.status != this.STOP) {
clearTimeout(this.handle);
// clearInterval(this.handle);
this.status = this.STOP;
this.reset();
}
},
reset: function () {
for (var i = 0, end = this.tracks.length; i < end; ++i) {
this.tracks[i].reset();
}
},
STOP: 0 | 0,
PLAY: 1 | 0,
PAUSE: 2 | 0
}
SF.sequencer = new Sequencer();
// 効果音
function SoundEffects(sequencer) {
this.soundEffects =
[
// Effect 0 ////////////////////////////////////
createTracks.call(sequencer, [
{
channel: 8,
oneshot: true,
data: [VOLUME(0.5),
ENV(0.0001, 0.01, 1.0, 0.0001), GT(-0.999), TONE(0), TEMPO(120), O(7), ST(48), A
]
}
]),
// Effect 1 ////////////////////////////////////
createTracks.call(sequencer, [
{
channel: 9,
oneshot: true,
data: [VOLUME(0.5),
ENV(0.0001, 0.01, 1.0, 0.0001), GT(-0.999), TONE(0), TEMPO(120), O(6), ST(48), A
]
}
])
];
}
SF.soundEffects = (new SoundEffects(SF.sequencer)).soundEffects;
}
/*
* DSP.js - a comprehensive digital signal processing library for javascript
*
* Created by Corban Brook <corbanbrook@gmail.com> on 2010-01-01.
* Copyright 2010 Corban Brook. All rights reserved.
*
*/
////////////////////////////////////////////////////////////////////////////////
// CONSTANTS //
////////////////////////////////////////////////////////////////////////////////
/**
* DSP is an object which contains general purpose utility functions and constants
*/
var DSP = {
// Channels
LEFT: 0,
RIGHT: 1,
MIX: 2,
// Waveforms
SINE: 1,
TRIANGLE: 2,
SAW: 3,
SQUARE: 4,
// Filters
LOWPASS: 0,
HIGHPASS: 1,
BANDPASS: 2,
NOTCH: 3,
// Window functions
BARTLETT: 1,
BARTLETTHANN: 2,
BLACKMAN: 3,
COSINE: 4,
GAUSS: 5,
HAMMING: 6,
HANN: 7,
LANCZOS: 8,
RECTANGULAR: 9,
TRIANGULAR: 10,
// Loop modes
OFF: 0,
FW: 1,
BW: 2,
FWBW: 3,
// Math
TWO_PI: 2*Math.PI
};
// Setup arrays for platforms which do not support byte arrays
function setupTypedArray(name, fallback) {
// check if TypedArray exists
// typeof on Minefield and Chrome return function, typeof on Webkit returns object.
if (typeof this[name] !== "function" && typeof this[name] !== "object") {
// nope.. check if WebGLArray exists
if (typeof this[fallback] === "function" && typeof this[fallback] !== "object") {
this[name] = this[fallback];
} else {
// nope.. set as Native JS array
this[name] = function(obj) {
if (obj instanceof Array) {
return obj;
} else if (typeof obj === "number") {
return new Array(obj);
}
};
}
}
}
setupTypedArray("Float32Array", "WebGLFloatArray");
setupTypedArray("Int32Array", "WebGLIntArray");
setupTypedArray("Uint16Array", "WebGLUnsignedShortArray");
setupTypedArray("Uint8Array", "WebGLUnsignedByteArray");
////////////////////////////////////////////////////////////////////////////////
// DSP UTILITY FUNCTIONS //
////////////////////////////////////////////////////////////////////////////////
/**
* Inverts the phase of a signal
*
* @param {Array} buffer A sample buffer
*
* @returns The inverted sample buffer
*/
DSP.invert = function(buffer) {
for (var i = 0, len = buffer.length; i < len; i++) {
buffer[i] *= -1;
}
return buffer;
};
/**
* Converts split-stereo (dual mono) sample buffers into a stereo interleaved sample buffer
*
* @param {Array} left A sample buffer
* @param {Array} right A sample buffer
*
* @returns The stereo interleaved buffer
*/
DSP.interleave = function(left, right) {
if (left.length !== right.length) {
throw "Can not interleave. Channel lengths differ.";
}
var stereoInterleaved = new Float32Array(left.length * 2);
for (var i = 0, len = left.length; i < len; i++) {
stereoInterleaved[2*i] = left[i];
stereoInterleaved[2*i+1] = right[i];
}
return stereoInterleaved;
};
/**
* Converts a stereo-interleaved sample buffer into split-stereo (dual mono) sample buffers
*
* @param {Array} buffer A stereo-interleaved sample buffer
*
* @returns an Array containing left and right channels
*/
DSP.deinterleave = (function() {
var left, right, mix, deinterleaveChannel = [];
deinterleaveChannel[DSP.MIX] = function(buffer) {
for (var i = 0, len = buffer.length/2; i < len; i++) {
mix[i] = (buffer[2*i] + buffer[2*i+1]) / 2;
}
return mix;
};
deinterleaveChannel[DSP.LEFT] = function(buffer) {
for (var i = 0, len = buffer.length/2; i < len; i++) {
left[i] = buffer[2*i];
}
return left;
};
deinterleaveChannel[DSP.RIGHT] = function(buffer) {
for (var i = 0, len = buffer.length/2; i < len; i++) {
right[i] = buffer[2*i+1];
}
return right;
};
return function(channel, buffer) {
left = left || new Float32Array(buffer.length/2);
right = right || new Float32Array(buffer.length/2);
mix = mix || new Float32Array(buffer.length/2);
if (buffer.length/2 !== left.length) {
left = new Float32Array(buffer.length/2);
right = new Float32Array(buffer.length/2);
mix = new Float32Array(buffer.length/2);
}
return deinterleaveChannel[channel](buffer);
};
}());
/**
* Separates a channel from a stereo-interleaved sample buffer
*
* @param {Array} buffer A stereo-interleaved sample buffer
* @param {Number} channel A channel constant (LEFT, RIGHT, MIX)
*
* @returns an Array containing a signal mono sample buffer
*/
DSP.getChannel = DSP.deinterleave;
/**
* Helper method (for Reverb) to mix two (interleaved) samplebuffers. It's possible
* to negate the second buffer while mixing and to perform a volume correction
* on the final signal.
*
* @param {Array} sampleBuffer1 Array containing Float values or a Float32Array
* @param {Array} sampleBuffer2 Array containing Float values or a Float32Array
* @param {Boolean} negate When true inverts/flips the audio signal
* @param {Number} volumeCorrection When you add multiple sample buffers, use this to tame your signal ;)
*
* @returns A new Float32Array interleaved buffer.
*/
DSP.mixSampleBuffers = function(sampleBuffer1, sampleBuffer2, negate, volumeCorrection){
var outputSamples = new Float32Array(sampleBuffer1);
for(var i = 0; i<sampleBuffer1.length; i++){
outputSamples[i] += (negate ? -sampleBuffer2[i] : sampleBuffer2[i]) / volumeCorrection;
}
return outputSamples;
};
// Biquad filter types
DSP.LPF = 0; // H(s) = 1 / (s^2 + s/Q + 1)
DSP.HPF = 1; // H(s) = s^2 / (s^2 + s/Q + 1)
DSP.BPF_CONSTANT_SKIRT = 2; // H(s) = s / (s^2 + s/Q + 1) (constant skirt gain, peak gain = Q)
DSP.BPF_CONSTANT_PEAK = 3; // H(s) = (s/Q) / (s^2 + s/Q + 1) (constant 0 dB peak gain)
DSP.NOTCH = 4; // H(s) = (s^2 + 1) / (s^2 + s/Q + 1)
DSP.APF = 5; // H(s) = (s^2 - s/Q + 1) / (s^2 + s/Q + 1)
DSP.PEAKING_EQ = 6; // H(s) = (s^2 + s*(A/Q) + 1) / (s^2 + s/(A*Q) + 1)
DSP.LOW_SHELF = 7; // H(s) = A * (s^2 + (sqrt(A)/Q)*s + A)/(A*s^2 + (sqrt(A)/Q)*s + 1)
DSP.HIGH_SHELF = 8; // H(s) = A * (A*s^2 + (sqrt(A)/Q)*s + 1)/(s^2 + (sqrt(A)/Q)*s + A)
// Biquad filter parameter types
DSP.Q = 1;
DSP.BW = 2; // SHARED with BACKWARDS LOOP MODE
DSP.S = 3;
// Find RMS of signal
DSP.RMS = function(buffer) {
var total = 0;
for (var i = 0, n = buffer.length; i < n; i++) {
total += buffer[i] * buffer[i];
}
return Math.sqrt(total / n);
};
// Find Peak of signal
DSP.Peak = function(buffer) {
var peak = 0;
for (var i = 0, n = buffer.length; i < n; i++) {
peak = (Math.abs(buffer[i]) > peak) ? Math.abs(buffer[i]) : peak;
}
return peak;
};
// Fourier Transform Module used by DFT, FFT, RFFT
function FourierTransform(bufferSize, sampleRate) {
this.bufferSize = bufferSize;
this.sampleRate = sampleRate;
this.bandwidth = 2 / bufferSize * sampleRate / 2;
this.spectrum = new Float32Array(bufferSize/2);
this.real = new Float32Array(bufferSize);
this.imag = new Float32Array(bufferSize);
this.peakBand = 0;
this.peak = 0;
/**
* Calculates the *middle* frequency of an FFT band.
*
* @param {Number} index The index of the FFT band.
*
* @returns The middle frequency in Hz.
*/
this.getBandFrequency = function(index) {
return this.bandwidth * index + this.bandwidth / 2;
};
this.calculateSpectrum = function() {
var spectrum = this.spectrum,
real = this.real,
imag = this.imag,
bSi = 2 / this.bufferSize,
sqrt = Math.sqrt,
rval,
ival,
mag;
for (var i = 0, N = bufferSize/2; i < N; i++) {
rval = real[i];
ival = imag[i];
mag = bSi * sqrt(rval * rval + ival * ival);
if (mag > this.peak) {
this.peakBand = i;
this.peak = mag;
}
spectrum[i] = mag;
}
};
}
/**
* DFT is a class for calculating the Discrete Fourier Transform of a signal.
*
* @param {Number} bufferSize The size of the sample buffer to be computed
* @param {Number} sampleRate The sampleRate of the buffer (eg. 44100)
*
* @constructor
*/
function DFT(bufferSize, sampleRate) {
FourierTransform.call(this, bufferSize, sampleRate);
var N = bufferSize/2 * bufferSize;
var TWO_PI = 2 * Math.PI;
this.sinTable = new Float32Array(N);
this.cosTable = new Float32Array(N);
for (var i = 0; i < N; i++) {
this.sinTable[i] = Math.sin(i * TWO_PI / bufferSize);
this.cosTable[i] = Math.cos(i * TWO_PI / bufferSize);
}
}
/**
* Performs a forward transform on the sample buffer.
* Converts a time domain signal to frequency domain spectra.
*
* @param {Array} buffer The sample buffer
*
* @returns The frequency spectrum array
*/
DFT.prototype.forward = function(buffer) {
var real = this.real,
imag = this.imag,
rval,
ival;
for (var k = 0; k < this.bufferSize/2; k++) {
rval = 0.0;
ival = 0.0;
for (var n = 0; n < buffer.length; n++) {
rval += this.cosTable[k*n] * buffer[n];
ival += this.sinTable[k*n] * buffer[n];
}
real[k] = rval;
imag[k] = ival;
}
return this.calculateSpectrum();
};
/**
* FFT is a class for calculating the Discrete Fourier Transform of a signal
* with the Fast Fourier Transform algorithm.
*
* @param {Number} bufferSize The size of the sample buffer to be computed. Must be power of 2
* @param {Number} sampleRate The sampleRate of the buffer (eg. 44100)
*
* @constructor
*/
function FFT(bufferSize, sampleRate) {
FourierTransform.call(this, bufferSize, sampleRate);
this.reverseTable = new Uint32Array(bufferSize);
var limit = 1;
var bit = bufferSize >> 1;
var i;
while (limit < bufferSize) {
for (i = 0; i < limit; i++) {
this.reverseTable[i + limit] = this.reverseTable[i] + bit;
}
limit = limit << 1;
bit = bit >> 1;
}
this.sinTable = new Float32Array(bufferSize);
this.cosTable = new Float32Array(bufferSize);
for (i = 0; i < bufferSize; i++) {
this.sinTable[i] = Math.sin(-Math.PI/i);
this.cosTable[i] = Math.cos(-Math.PI/i);
}
}
/**
* Performs a forward transform on the sample buffer.
* Converts a time domain signal to frequency domain spectra.
*
* @param {Array} buffer The sample buffer. Buffer Length must be power of 2
*
* @returns The frequency spectrum array
*/
FFT.prototype.forward = function(buffer) {
// Locally scope variables for speed up
var bufferSize = this.bufferSize,
cosTable = this.cosTable,
sinTable = this.sinTable,
reverseTable = this.reverseTable,
real = this.real,
imag = this.imag,
spectrum = this.spectrum;
var k = Math.floor(Math.log(bufferSize) / Math.LN2);
if (Math.pow(2, k) !== bufferSize) { throw "Invalid buffer size, must be a power of 2."; }
if (bufferSize !== buffer.length) { throw "Supplied buffer is not the same size as defined FFT. FFT Size: " + bufferSize + " Buffer Size: " + buffer.length; }
var halfSize = 1,
phaseShiftStepReal,
phaseShiftStepImag,
currentPhaseShiftReal,
currentPhaseShiftImag,
off,
tr,
ti,
tmpReal,
i;
for (i = 0; i < bufferSize; i++) {
real[i] = buffer[reverseTable[i]];
imag[i] = 0;
}
while (halfSize < bufferSize) {
//phaseShiftStepReal = Math.cos(-Math.PI/halfSize);
//phaseShiftStepImag = Math.sin(-Math.PI/halfSize);
phaseShiftStepReal = cosTable[halfSize];
phaseShiftStepImag = sinTable[halfSize];
currentPhaseShiftReal = 1;
currentPhaseShiftImag = 0;
for (var fftStep = 0; fftStep < halfSize; fftStep++) {
i = fftStep;
while (i < bufferSize) {
off = i + halfSize;
tr = (currentPhaseShiftReal * real[off]) - (currentPhaseShiftImag * imag[off]);
ti = (currentPhaseShiftReal * imag[off]) + (currentPhaseShiftImag * real[off]);
real[off] = real[i] - tr;
imag[off] = imag[i] - ti;
real[i] += tr;
imag[i] += ti;
i += halfSize << 1;
}
tmpReal = currentPhaseShiftReal;
currentPhaseShiftReal = (tmpReal * phaseShiftStepReal) - (currentPhaseShiftImag * phaseShiftStepImag);
currentPhaseShiftImag = (tmpReal * phaseShiftStepImag) + (currentPhaseShiftImag * phaseShiftStepReal);
}
halfSize = halfSize << 1;
}
return this.calculateSpectrum();
};
FFT.prototype.inverse = function(real, imag) {
// Locally scope variables for speed up
var bufferSize = this.bufferSize,
cosTable = this.cosTable,
sinTable = this.sinTable,
reverseTable = this.reverseTable,
spectrum = this.spectrum;
real = real || this.real;
imag = imag || this.imag;
var halfSize = 1,
phaseShiftStepReal,
phaseShiftStepImag,
currentPhaseShiftReal,
currentPhaseShiftImag,
off,
tr,
ti,
tmpReal,
i;
for (i = 0; i < bufferSize; i++) {
imag[i] *= -1;
}
var revReal = new Float32Array(bufferSize);
var revImag = new Float32Array(bufferSize);
for (i = 0; i < real.length; i++) {
revReal[i] = real[reverseTable[i]];
revImag[i] = imag[reverseTable[i]];
}
real = revReal;
imag = revImag;
while (halfSize < bufferSize) {
phaseShiftStepReal = cosTable[halfSize];
phaseShiftStepImag = sinTable[halfSize];
currentPhaseShiftReal = 1;
currentPhaseShiftImag = 0;
for (var fftStep = 0; fftStep < halfSize; fftStep++) {
i = fftStep;
while (i < bufferSize) {
off = i + halfSize;
tr = (currentPhaseShiftReal * real[off]) - (currentPhaseShiftImag * imag[off]);
ti = (currentPhaseShiftReal * imag[off]) + (currentPhaseShiftImag * real[off]);
real[off] = real[i] - tr;
imag[off] = imag[i] - ti;
real[i] += tr;
imag[i] += ti;
i += halfSize << 1;
}
tmpReal = currentPhaseShiftReal;
currentPhaseShiftReal = (tmpReal * phaseShiftStepReal) - (currentPhaseShiftImag * phaseShiftStepImag);
currentPhaseShiftImag = (tmpReal * phaseShiftStepImag) + (currentPhaseShiftImag * phaseShiftStepReal);
}
halfSize = halfSize << 1;
}
var buffer = new Float32Array(bufferSize); // this should be reused instead
for (i = 0; i < bufferSize; i++) {
buffer[i] = real[i] / bufferSize;
}
return buffer;
};
/**
* RFFT is a class for calculating the Discrete Fourier Transform of a signal
* with the Fast Fourier Transform algorithm.
*
* This method currently only contains a forward transform but is highly optimized.
*
* @param {Number} bufferSize The size of the sample buffer to be computed. Must be power of 2
* @param {Number} sampleRate The sampleRate of the buffer (eg. 44100)
*
* @constructor
*/
// lookup tables don't really gain us any speed, but they do increase
// cache footprint, so don't use them in here
// also we don't use sepearate arrays for real/imaginary parts
// this one a little more than twice as fast as the one in FFT
// however I only did the forward transform
// the rest of this was translated from C, see http://www.jjj.de/fxt/
// this is the real split radix FFT
function RFFT(bufferSize, sampleRate) {
FourierTransform.call(this, bufferSize, sampleRate);
this.trans = new Float32Array(bufferSize);
this.reverseTable = new Uint32Array(bufferSize);
// don't use a lookup table to do the permute, use this instead
this.reverseBinPermute = function (dest, source) {
var bufferSize = this.bufferSize,
halfSize = bufferSize >>> 1,
nm1 = bufferSize - 1,
i = 1, r = 0, h;
dest[0] = source[0];
do {
r += halfSize;
dest[i] = source[r];
dest[r] = source[i];
i++;
h = halfSize << 1;
while (h = h >> 1, !((r ^= h) & h));
if (r >= i) {
dest[i] = source[r];
dest[r] = source[i];
dest[nm1-i] = source[nm1-r];
dest[nm1-r] = source[nm1-i];
}
i++;
} while (i < halfSize);
dest[nm1] = source[nm1];
};
this.generateReverseTable = function () {
var bufferSize = this.bufferSize,
halfSize = bufferSize >>> 1,
nm1 = bufferSize - 1,
i = 1, r = 0, h;
this.reverseTable[0] = 0;
do {
r += halfSize;
this.reverseTable[i] = r;
this.reverseTable[r] = i;
i++;
h = halfSize << 1;
while (h = h >> 1, !((r ^= h) & h));
if (r >= i) {
this.reverseTable[i] = r;
this.reverseTable[r] = i;
this.reverseTable[nm1-i] = nm1-r;
this.reverseTable[nm1-r] = nm1-i;
}
i++;
} while (i < halfSize);
this.reverseTable[nm1] = nm1;
};
this.generateReverseTable();
}
// Ordering of output:
//
// trans[0] = re[0] (==zero frequency, purely real)
// trans[1] = re[1]
// ...
// trans[n/2-1] = re[n/2-1]
// trans[n/2] = re[n/2] (==nyquist frequency, purely real)
//
// trans[n/2+1] = im[n/2-1]
// trans[n/2+2] = im[n/2-2]
// ...
// trans[n-1] = im[1]
RFFT.prototype.forward = function(buffer) {
var n = this.bufferSize,
spectrum = this.spectrum,
x = this.trans,
TWO_PI = 2*Math.PI,
sqrt = Math.sqrt,
i = n >>> 1,
bSi = 2 / n,
n2, n4, n8, nn,
t1, t2, t3, t4,
i1, i2, i3, i4, i5, i6, i7, i8,
st1, cc1, ss1, cc3, ss3,
e,
a,
rval, ival, mag;
this.reverseBinPermute(x, buffer);
/*
var reverseTable = this.reverseTable;
for (var k = 0, len = reverseTable.length; k < len; k++) {
x[k] = buffer[reverseTable[k]];
}
*/
for (var ix = 0, id = 4; ix < n; id *= 4) {
for (var i0 = ix; i0 < n; i0 += id) {
//sumdiff(x[i0], x[i0+1]); // {a, b} <--| {a+b, a-b}
st1 = x[i0] - x[i0+1];
x[i0] += x[i0+1];
x[i0+1] = st1;
}
ix = 2*(id-1);
}
n2 = 2;
nn = n >>> 1;
while((nn = nn >>> 1)) {
ix = 0;
n2 = n2 << 1;
id = n2 << 1;
n4 = n2 >>> 2;
n8 = n2 >>> 3;
do {
if(n4 !== 1) {
for(i0 = ix; i0 < n; i0 += id) {
i1 = i0;
i2 = i1 + n4;
i3 = i2 + n4;
i4 = i3 + n4;
//diffsum3_r(x[i3], x[i4], t1); // {a, b, s} <--| {a, b-a, a+b}
t1 = x[i3] + x[i4];
x[i4] -= x[i3];
//sumdiff3(x[i1], t1, x[i3]); // {a, b, d} <--| {a+b, b, a-b}
x[i3] = x[i1] - t1;
x[i1] += t1;
i1 += n8;
i2 += n8;
i3 += n8;
i4 += n8;
//sumdiff(x[i3], x[i4], t1, t2); // {s, d} <--| {a+b, a-b}
t1 = x[i3] + x[i4];
t2 = x[i3] - x[i4];
t1 = -t1 * Math.SQRT1_2;
t2 *= Math.SQRT1_2;
// sumdiff(t1, x[i2], x[i4], x[i3]); // {s, d} <--| {a+b, a-b}
st1 = x[i2];
x[i4] = t1 + st1;
x[i3] = t1 - st1;
//sumdiff3(x[i1], t2, x[i2]); // {a, b, d} <--| {a+b, b, a-b}
x[i2] = x[i1] - t2;
x[i1] += t2;
}
} else {
for(i0 = ix; i0 < n; i0 += id) {
i1 = i0;
i2 = i1 + n4;
i3 = i2 + n4;
i4 = i3 + n4;
//diffsum3_r(x[i3], x[i4], t1); // {a, b, s} <--| {a, b-a, a+b}
t1 = x[i3] + x[i4];
x[i4] -= x[i3];
//sumdiff3(x[i1], t1, x[i3]); // {a, b, d} <--| {a+b, b, a-b}
x[i3] = x[i1] - t1;
x[i1] += t1;
}
}
ix = (id << 1) - n2;
id = id << 2;
} while (ix < n);
e = TWO_PI / n2;
for (var j = 1; j < n8; j++) {
a = j * e;
ss1 = Math.sin(a);
cc1 = Math.cos(a);
//ss3 = sin(3*a); cc3 = cos(3*a);
cc3 = 4*cc1*(cc1*cc1-0.75);
ss3 = 4*ss1*(0.75-ss1*ss1);
ix = 0; id = n2 << 1;
do {
for (i0 = ix; i0 < n; i0 += id) {
i1 = i0 + j;
i2 = i1 + n4;
i3 = i2 + n4;
i4 = i3 + n4;
i5 = i0 + n4 - j;
i6 = i5 + n4;
i7 = i6 + n4;
i8 = i7 + n4;
//cmult(c, s, x, y, &u, &v)
//cmult(cc1, ss1, x[i7], x[i3], t2, t1); // {u,v} <--| {x*c-y*s, x*s+y*c}
t2 = x[i7]*cc1 - x[i3]*ss1;
t1 = x[i7]*ss1 + x[i3]*cc1;
//cmult(cc3, ss3, x[i8], x[i4], t4, t3);
t4 = x[i8]*cc3 - x[i4]*ss3;
t3 = x[i8]*ss3 + x[i4]*cc3;
//sumdiff(t2, t4); // {a, b} <--| {a+b, a-b}
st1 = t2 - t4;
t2 += t4;
t4 = st1;
//sumdiff(t2, x[i6], x[i8], x[i3]); // {s, d} <--| {a+b, a-b}
//st1 = x[i6]; x[i8] = t2 + st1; x[i3] = t2 - st1;
x[i8] = t2 + x[i6];
x[i3] = t2 - x[i6];
//sumdiff_r(t1, t3); // {a, b} <--| {a+b, b-a}
st1 = t3 - t1;
t1 += t3;
t3 = st1;
//sumdiff(t3, x[i2], x[i4], x[i7]); // {s, d} <--| {a+b, a-b}
//st1 = x[i2]; x[i4] = t3 + st1; x[i7] = t3 - st1;
x[i4] = t3 + x[i2];
x[i7] = t3 - x[i2];
//sumdiff3(x[i1], t1, x[i6]); // {a, b, d} <--| {a+b, b, a-b}
x[i6] = x[i1] - t1;
x[i1] += t1;
//diffsum3_r(t4, x[i5], x[i2]); // {a, b, s} <--| {a, b-a, a+b}
x[i2] = t4 + x[i5];
x[i5] -= t4;
}
ix = (id << 1) - n2;
id = id << 2;
} while (ix < n);
}
}
while (--i) {
rval = x[i];
ival = x[n-i-1];
mag = bSi * sqrt(rval * rval + ival * ival);
if (mag > this.peak) {
this.peakBand = i;
this.peak = mag;
}
spectrum[i] = mag;
}
spectrum[0] = bSi * x[0];
return spectrum;
};
function Sampler(file, bufferSize, sampleRate, playStart, playEnd, loopStart, loopEnd, loopMode) {
this.file = file;
this.bufferSize = bufferSize;
this.sampleRate = sampleRate;
this.playStart = playStart || 0; // 0%
this.playEnd = playEnd || 1; // 100%
this.loopStart = loopStart || 0;
this.loopEnd = loopEnd || 1;
this.loopMode = loopMode || DSP.OFF;
this.loaded = false;
this.samples = [];
this.signal = new Float32Array(bufferSize);
this.frameCount = 0;
this.envelope = null;
this.amplitude = 1;
this.rootFrequency = 110; // A2 110
this.frequency = 550;
this.step = this.frequency / this.rootFrequency;
this.duration = 0;
this.samplesProcessed = 0;
this.playhead = 0;
var audio = /* new Audio();*/ document.createElement("AUDIO");
var self = this;
this.loadSamples = function(event) {
var buffer = DSP.getChannel(DSP.MIX, event.frameBuffer);
for ( var i = 0; i < buffer.length; i++) {
self.samples.push(buffer[i]);
}
};
this.loadComplete = function() {
// convert flexible js array into a fast typed array
self.samples = new Float32Array(self.samples);
self.loaded = true;
};
this.loadMetaData = function() {
self.duration = audio.duration;
};
audio.addEventListener("MozAudioAvailable", this.loadSamples, false);
audio.addEventListener("loadedmetadata", this.loadMetaData, false);
audio.addEventListener("ended", this.loadComplete, false);
audio.muted = true;
audio.src = file;
audio.play();
}
Sampler.prototype.applyEnvelope = function() {
this.envelope.process(this.signal);
return this.signal;
};
Sampler.prototype.generate = function() {
var frameOffset = this.frameCount * this.bufferSize;
var loopWidth = this.playEnd * this.samples.length - this.playStart * this.samples.length;
var playStartSamples = this.playStart * this.samples.length; // ie 0.5 -> 50% of the length
var playEndSamples = this.playEnd * this.samples.length; // ie 0.5 -> 50% of the length
var offset;
for ( var i = 0; i < this.bufferSize; i++ ) {
switch (this.loopMode) {
case DSP.OFF:
this.playhead = Math.round(this.samplesProcessed * this.step + playStartSamples);
if (this.playhead < (this.playEnd * this.samples.length) ) {
this.signal[i] = this.samples[this.playhead] * this.amplitude;
} else {
this.signal[i] = 0;
}
break;
case DSP.FW:
this.playhead = Math.round((this.samplesProcessed * this.step) % loopWidth + playStartSamples);
if (this.playhead < (this.playEnd * this.samples.length) ) {
this.signal[i] = this.samples[this.playhead] * this.amplitude;
}
break;
case DSP.BW:
this.playhead = playEndSamples - Math.round((this.samplesProcessed * this.step) % loopWidth);
if (this.playhead < (this.playEnd * this.samples.length) ) {
this.signal[i] = this.samples[this.playhead] * this.amplitude;
}
break;
case DSP.FWBW:
if ( Math.floor(this.samplesProcessed * this.step / loopWidth) % 2 === 0 ) {
this.playhead = Math.round((this.samplesProcessed * this.step) % loopWidth + playStartSamples);
} else {
this.playhead = playEndSamples - Math.round((this.samplesProcessed * this.step) % loopWidth);
}
if (this.playhead < (this.playEnd * this.samples.length) ) {
this.signal[i] = this.samples[this.playhead] * this.amplitude;
}
break;
}
this.samplesProcessed++;
}
this.frameCount++;
return this.signal;
};
Sampler.prototype.setFreq = function(frequency) {
var totalProcessed = this.samplesProcessed * this.step;
this.frequency = frequency;
this.step = this.frequency / this.rootFrequency;
this.samplesProcessed = Math.round(totalProcessed/this.step);
};
Sampler.prototype.reset = function() {
this.samplesProcessed = 0;
this.playhead = 0;
};
/**
* Oscillator class for generating and modifying signals
*
* @param {Number} type A waveform constant (eg. DSP.SINE)
* @param {Number} frequency Initial frequency of the signal
* @param {Number} amplitude Initial amplitude of the signal
* @param {Number} bufferSize Size of the sample buffer to generate
* @param {Number} sampleRate The sample rate of the signal
*
* @contructor
*/
function Oscillator(type, frequency, amplitude, bufferSize, sampleRate) {
this.frequency = frequency;
this.amplitude = amplitude;
this.bufferSize = bufferSize;
this.sampleRate = sampleRate;
//this.pulseWidth = pulseWidth;
this.frameCount = 0;
this.waveTableLength = 2048;
this.cyclesPerSample = frequency / sampleRate;
this.signal = new Float32Array(bufferSize);
this.envelope = null;
switch(parseInt(type, 10)) {
case DSP.TRIANGLE:
this.func = Oscillator.Triangle;
break;
case DSP.SAW:
this.func = Oscillator.Saw;
break;
case DSP.SQUARE:
this.func = Oscillator.Square;
break;
default:
case DSP.SINE:
this.func = Oscillator.Sine;
break;
}
this.generateWaveTable = function() {
Oscillator.waveTable[this.func] = new Float32Array(2048);
var waveTableTime = this.waveTableLength / this.sampleRate;
var waveTableHz = 1 / waveTableTime;
for (var i = 0; i < this.waveTableLength; i++) {
Oscillator.waveTable[this.func][i] = this.func(i * waveTableHz/this.sampleRate);
}
};
if ( typeof Oscillator.waveTable === 'undefined' ) {
Oscillator.waveTable = {};
}
if ( typeof Oscillator.waveTable[this.func] === 'undefined' ) {
this.generateWaveTable();
}
this.waveTable = Oscillator.waveTable[this.func];
}
/**
* Set the amplitude of the signal
*
* @param {Number} amplitude The amplitude of the signal (between 0 and 1)
*/
Oscillator.prototype.setAmp = function(amplitude) {
if (amplitude >= 0 && amplitude <= 1) {
this.amplitude = amplitude;
} else {
throw "Amplitude out of range (0..1).";
}
};
/**
* Set the frequency of the signal
*
* @param {Number} frequency The frequency of the signal
*/
Oscillator.prototype.setFreq = function(frequency) {
this.frequency = frequency;
this.cyclesPerSample = frequency / this.sampleRate;
};
// Add an oscillator
Oscillator.prototype.add = function(oscillator) {
for ( var i = 0; i < this.bufferSize; i++ ) {
//this.signal[i] += oscillator.valueAt(i);
this.signal[i] += oscillator.signal[i];
}
return this.signal;
};
// Add a signal to the current generated osc signal
Oscillator.prototype.addSignal = function(signal) {
for ( var i = 0; i < signal.length; i++ ) {
if ( i >= this.bufferSize ) {
break;
}
this.signal[i] += signal[i];
/*
// Constrain amplitude
if ( this.signal[i] > 1 ) {
this.signal[i] = 1;
} else if ( this.signal[i] < -1 ) {
this.signal[i] = -1;
}
*/
}
return this.signal;
};
// Add an envelope to the oscillator
Oscillator.prototype.addEnvelope = function(envelope) {
this.envelope = envelope;
};
Oscillator.prototype.applyEnvelope = function() {
this.envelope.process(this.signal);
};
Oscillator.prototype.valueAt = function(offset) {
return this.waveTable[offset % this.waveTableLength];
};
Oscillator.prototype.generate = function() {
var frameOffset = this.frameCount * this.bufferSize;
var step = this.waveTableLength * this.frequency / this.sampleRate;
var offset;
for ( var i = 0; i < this.bufferSize; i++ ) {
//var step = (frameOffset + i) * this.cyclesPerSample % 1;
//this.signal[i] = this.func(step) * this.amplitude;
//this.signal[i] = this.valueAt(Math.round((frameOffset + i) * step)) * this.amplitude;
offset = Math.round((frameOffset + i) * step);
this.signal[i] = this.waveTable[offset % this.waveTableLength] * this.amplitude;
}
this.frameCount++;
return this.signal;
};
Oscillator.Sine = function(step) {
return Math.sin(DSP.TWO_PI * step);
};
Oscillator.Square = function(step) {
return step < 0.5 ? 1 : -1;
};
Oscillator.Saw = function(step) {
return 2 * (step - Math.round(step));
};
Oscillator.Triangle = function(step) {
return 1 - 4 * Math.abs(Math.round(step) - step);
};
Oscillator.Pulse = function(step) {
// stub
};
function ADSR(attackLength, decayLength, sustainLevel, sustainLength, releaseLength, sampleRate) {
this.sampleRate = sampleRate;
// Length in seconds
this.attackLength = attackLength;
this.decayLength = decayLength;
this.sustainLevel = sustainLevel;
this.sustainLength = sustainLength;
this.releaseLength = releaseLength;
this.sampleRate = sampleRate;
// Length in samples
this.attackSamples = attackLength * sampleRate;
this.decaySamples = decayLength * sampleRate;
this.sustainSamples = sustainLength * sampleRate;
this.releaseSamples = releaseLength * sampleRate;
// Updates the envelope sample positions
this.update = function() {
this.attack = this.attackSamples;
this.decay = this.attack + this.decaySamples;
this.sustain = this.decay + this.sustainSamples;
this.release = this.sustain + this.releaseSamples;
};
this.update();
this.samplesProcessed = 0;
}
ADSR.prototype.noteOn = function() {
this.samplesProcessed = 0;
this.sustainSamples = this.sustainLength * this.sampleRate;
this.update();
};
// Send a note off when using a sustain of infinity to let the envelope enter the release phase
ADSR.prototype.noteOff = function() {
this.sustainSamples = this.samplesProcessed - this.decaySamples;
this.update();
};
ADSR.prototype.processSample = function(sample) {
var amplitude = 0;
if ( this.samplesProcessed <= this.attack ) {
amplitude = 0 + (1 - 0) * ((this.samplesProcessed - 0) / (this.attack - 0));
} else if ( this.samplesProcessed > this.attack && this.samplesProcessed <= this.decay ) {
amplitude = 1 + (this.sustainLevel - 1) * ((this.samplesProcessed - this.attack) / (this.decay - this.attack));
} else if ( this.samplesProcessed > this.decay && this.samplesProcessed <= this.sustain ) {
amplitude = this.sustainLevel;
} else if ( this.samplesProcessed > this.sustain && this.samplesProcessed <= this.release ) {
amplitude = this.sustainLevel + (0 - this.sustainLevel) * ((this.samplesProcessed - this.sustain) / (this.release - this.sustain));
}
return sample * amplitude;
};
ADSR.prototype.value = function() {
var amplitude = 0;
if ( this.samplesProcessed <= this.attack ) {
amplitude = 0 + (1 - 0) * ((this.samplesProcessed - 0) / (this.attack - 0));
} else if ( this.samplesProcessed > this.attack && this.samplesProcessed <= this.decay ) {
amplitude = 1 + (this.sustainLevel - 1) * ((this.samplesProcessed - this.attack) / (this.decay - this.attack));
} else if ( this.samplesProcessed > this.decay && this.samplesProcessed <= this.sustain ) {
amplitude = this.sustainLevel;
} else if ( this.samplesProcessed > this.sustain && this.samplesProcessed <= this.release ) {
amplitude = this.sustainLevel + (0 - this.sustainLevel) * ((this.samplesProcessed - this.sustain) / (this.release - this.sustain));
}
return amplitude;
};
ADSR.prototype.process = function(buffer) {
for ( var i = 0; i < buffer.length; i++ ) {
buffer[i] *= this.value();
this.samplesProcessed++;
}
return buffer;
};
ADSR.prototype.isActive = function() {
if ( this.samplesProcessed > this.release || this.samplesProcessed === -1 ) {
return false;
} else {
return true;
}
};
ADSR.prototype.disable = function() {
this.samplesProcessed = -1;
};
function IIRFilter(type, cutoff, resonance, sampleRate) {
this.sampleRate = sampleRate;
switch(type) {
case DSP.LOWPASS:
case DSP.LP12:
this.func = new IIRFilter.LP12(cutoff, resonance, sampleRate);
break;
}
}
IIRFilter.prototype.__defineGetter__('cutoff',
function() {
return this.func.cutoff;
}
);
IIRFilter.prototype.__defineGetter__('resonance',
function() {
return this.func.resonance;
}
);
IIRFilter.prototype.set = function(cutoff, resonance) {
this.func.calcCoeff(cutoff, resonance);
};
IIRFilter.prototype.process = function(buffer) {
this.func.process(buffer);
};
// Add an envelope to the filter
IIRFilter.prototype.addEnvelope = function(envelope) {
if ( envelope instanceof ADSR ) {
this.func.addEnvelope(envelope);
} else {
throw "Not an envelope.";
}
};
IIRFilter.LP12 = function(cutoff, resonance, sampleRate) {
this.sampleRate = sampleRate;
this.vibraPos = 0;
this.vibraSpeed = 0;
this.envelope = false;
this.calcCoeff = function(cutoff, resonance) {
this.w = 2.0 * Math.PI * cutoff / this.sampleRate;
this.q = 1.0 - this.w / (2.0 * (resonance + 0.5 / (1.0 + this.w)) + this.w - 2.0);
this.r = this.q * this.q;
this.c = this.r + 1.0 - 2.0 * Math.cos(this.w) * this.q;
this.cutoff = cutoff;
this.resonance = resonance;
};
this.calcCoeff(cutoff, resonance);
this.process = function(buffer) {
for ( var i = 0; i < buffer.length; i++ ) {
this.vibraSpeed += (buffer[i] - this.vibraPos) * this.c;
this.vibraPos += this.vibraSpeed;
this.vibraSpeed *= this.r;
/*
var temp = this.vibraPos;
if ( temp > 1.0 ) {
temp = 1.0;
} else if ( temp < -1.0 ) {
temp = -1.0;
} else if ( temp != temp ) {
temp = 1;
}
buffer[i] = temp;
*/
if (this.envelope) {
buffer[i] = (buffer[i] * (1 - this.envelope.value())) + (this.vibraPos * this.envelope.value());
this.envelope.samplesProcessed++;
} else {
buffer[i] = this.vibraPos;
}
}
};
};
IIRFilter.LP12.prototype.addEnvelope = function(envelope) {
this.envelope = envelope;
};
function IIRFilter2(type, cutoff, resonance, sampleRate) {
this.type = type;
this.cutoff = cutoff;
this.resonance = resonance;
this.sampleRate = sampleRate;
this.f = Float32Array(4);
this.f[0] = 0.0; // lp
this.f[1] = 0.0; // hp
this.f[2] = 0.0; // bp
this.f[3] = 0.0; // br
this.calcCoeff = function(cutoff, resonance) {
this.freq = 2 * Math.sin(Math.PI * Math.min(0.25, cutoff/(this.sampleRate*2)));
this.damp = Math.min(2 * (1 - Math.pow(resonance, 0.25)), Math.min(2, 2/this.freq - this.freq * 0.5));
};
this.calcCoeff(cutoff, resonance);
}
IIRFilter2.prototype.process = function(buffer) {
var input, output;
var f = this.f;
for ( var i = 0; i < buffer.length; i++ ) {
input = buffer[i];
// first pass
f[3] = input - this.damp * f[2];
f[0] = f[0] + this.freq * f[2];
f[1] = f[3] - f[0];
f[2] = this.freq * f[1] + f[2];
output = 0.5 * f[this.type];
// second pass
f[3] = input - this.damp * f[2];
f[0] = f[0] + this.freq * f[2];
f[1] = f[3] - f[0];
f[2] = this.freq * f[1] + f[2];
output += 0.5 * f[this.type];
if (this.envelope) {
buffer[i] = (buffer[i] * (1 - this.envelope.value())) + (output * this.envelope.value());
this.envelope.samplesProcessed++;
} else {
buffer[i] = output;
}
}
};
IIRFilter2.prototype.addEnvelope = function(envelope) {
if ( envelope instanceof ADSR ) {
this.envelope = envelope;
} else {
throw "This is not an envelope.";
}
};
IIRFilter2.prototype.set = function(cutoff, resonance) {
this.calcCoeff(cutoff, resonance);
};
function WindowFunction(type, alpha) {
this.alpha = alpha;
switch(type) {
case DSP.BARTLETT:
this.func = WindowFunction.Bartlett;
break;
case DSP.BARTLETTHANN:
this.func = WindowFunction.BartlettHann;
break;
case DSP.BLACKMAN:
this.func = WindowFunction.Blackman;
this.alpha = this.alpha || 0.16;
break;
case DSP.COSINE:
this.func = WindowFunction.Cosine;
break;
case DSP.GAUSS:
this.func = WindowFunction.Gauss;
this.alpha = this.alpha || 0.25;
break;
case DSP.HAMMING:
this.func = WindowFunction.Hamming;
break;
case DSP.HANN:
this.func = WindowFunction.Hann;
break;
case DSP.LANCZOS:
this.func = WindowFunction.Lanczoz;
break;
case DSP.RECTANGULAR:
this.func = WindowFunction.Rectangular;
break;
case DSP.TRIANGULAR:
this.func = WindowFunction.Triangular;
break;
}
}
WindowFunction.prototype.process = function(buffer) {
var length = buffer.length;
for ( var i = 0; i < length; i++ ) {
buffer[i] *= this.func(length, i, this.alpha);
}
return buffer;
};
WindowFunction.Bartlett = function(length, index) {
return 2 / (length - 1) * ((length - 1) / 2 - Math.abs(index - (length - 1) / 2));
};
WindowFunction.BartlettHann = function(length, index) {
return 0.62 - 0.48 * Math.abs(index / (length - 1) - 0.5) - 0.38 * Math.cos(DSP.TWO_PI * index / (length - 1));
};
WindowFunction.Blackman = function(length, index, alpha) {
var a0 = (1 - alpha) / 2;
var a1 = 0.5;
var a2 = alpha / 2;
return a0 - a1 * Math.cos(DSP.TWO_PI * index / (length - 1)) + a2 * Math.cos(4 * Math.PI * index / (length - 1));
};
WindowFunction.Cosine = function(length, index) {
return Math.cos(Math.PI * index / (length - 1) - Math.PI / 2);
};
WindowFunction.Gauss = function(length, index, alpha) {
return Math.pow(Math.E, -0.5 * Math.pow((index - (length - 1) / 2) / (alpha * (length - 1) / 2), 2));
};
WindowFunction.Hamming = function(length, index) {
return 0.54 - 0.46 * Math.cos(DSP.TWO_PI * index / (length - 1));
};
WindowFunction.Hann = function(length, index) {
return 0.5 * (1 - Math.cos(DSP.TWO_PI * index / (length - 1)));
};
WindowFunction.Lanczos = function(length, index) {
var x = 2 * index / (length - 1) - 1;
return Math.sin(Math.PI * x) / (Math.PI * x);
};
WindowFunction.Rectangular = function(length, index) {
return 1;
};
WindowFunction.Triangular = function(length, index) {
return 2 / length * (length / 2 - Math.abs(index - (length - 1) / 2));
};
function sinh (arg) {
// Returns the hyperbolic sine of the number, defined as (exp(number) - exp(-number))/2
//
// version: 1004.2314
// discuss at: http://phpjs.org/functions/sinh // + original by: Onno Marsman
// * example 1: sinh(-0.9834330348825909);
// * returns 1: -1.1497971402636502
return (Math.exp(arg) - Math.exp(-arg))/2;
}
/*
* Biquad filter
*
* Created by Ricard Marxer <email@ricardmarxer.com> on 2010-05-23.
* Copyright 2010 Ricard Marxer. All rights reserved.
*
*/
// Implementation based on:
// http://www.musicdsp.org/files/Audio-EQ-Cookbook.txt
function Biquad(type, sampleRate) {
this.Fs = sampleRate;
this.type = type; // type of the filter
this.parameterType = DSP.Q; // type of the parameter
this.x_1_l = 0;
this.x_2_l = 0;
this.y_1_l = 0;
this.y_2_l = 0;
this.x_1_r = 0;
this.x_2_r = 0;
this.y_1_r = 0;
this.y_2_r = 0;
this.b0 = 1;
this.a0 = 1;
this.b1 = 0;
this.a1 = 0;
this.b2 = 0;
this.a2 = 0;
this.b0a0 = this.b0 / this.a0;
this.b1a0 = this.b1 / this.a0;
this.b2a0 = this.b2 / this.a0;
this.a1a0 = this.a1 / this.a0;
this.a2a0 = this.a2 / this.a0;
this.f0 = 3000; // "wherever it's happenin', man." Center Frequency or
// Corner Frequency, or shelf midpoint frequency, depending
// on which filter type. The "significant frequency".
this.dBgain = 12; // used only for peaking and shelving filters
this.Q = 1; // the EE kind of definition, except for peakingEQ in which A*Q is
// the classic EE Q. That adjustment in definition was made so that
// a boost of N dB followed by a cut of N dB for identical Q and
// f0/Fs results in a precisely flat unity gain filter or "wire".
this.BW = -3; // the bandwidth in octaves (between -3 dB frequencies for BPF
// and notch or between midpoint (dBgain/2) gain frequencies for
// peaking EQ
this.S = 1; // a "shelf slope" parameter (for shelving EQ only). When S = 1,
// the shelf slope is as steep as it can be and remain monotonically
// increasing or decreasing gain with frequency. The shelf slope, in
// dB/octave, remains proportional to S for all other values for a
// fixed f0/Fs and dBgain.
this.coefficients = function() {
var b = [this.b0, this.b1, this.b2];
var a = [this.a0, this.a1, this.a2];
return {b: b, a:a};
};
this.setFilterType = function(type) {
this.type = type;
this.recalculateCoefficients();
};
this.setSampleRate = function(rate) {
this.Fs = rate;
this.recalculateCoefficients();
};
this.setQ = function(q) {
this.parameterType = DSP.Q;
this.Q = Math.max(Math.min(q, 115.0), 0.001);
this.recalculateCoefficients();
};
this.setBW = function(bw) {
this.parameterType = DSP.BW;
this.BW = bw;
this.recalculateCoefficients();
};
this.setS = function(s) {
this.parameterType = DSP.S;
this.S = Math.max(Math.min(s, 5.0), 0.0001);
this.recalculateCoefficients();
};
this.setF0 = function(freq) {
this.f0 = freq;
this.recalculateCoefficients();
};
this.setDbGain = function(g) {
this.dBgain = g;
this.recalculateCoefficients();
};
this.recalculateCoefficients = function() {
var A;
if (type === DSP.PEAKING_EQ || type === DSP.LOW_SHELF || type === DSP.HIGH_SHELF ) {
A = Math.pow(10, (this.dBgain/40)); // for peaking and shelving EQ filters only
} else {
A = Math.sqrt( Math.pow(10, (this.dBgain/20)) );
}
var w0 = DSP.TWO_PI * this.f0 / this.Fs;
var cosw0 = Math.cos(w0);
var sinw0 = Math.sin(w0);
var alpha = 0;
switch (this.parameterType) {
case DSP.Q:
alpha = sinw0/(2*this.Q);
break;
case DSP.BW:
alpha = sinw0 * sinh( Math.LN2/2 * this.BW * w0/sinw0 );
break;
case DSP.S:
alpha = sinw0/2 * Math.sqrt( (A + 1/A)*(1/this.S - 1) + 2 );
break;
}
/**
FYI: The relationship between bandwidth and Q is
1/Q = 2*sinh(ln(2)/2*BW*w0/sin(w0)) (digital filter w BLT)
or 1/Q = 2*sinh(ln(2)/2*BW) (analog filter prototype)
The relationship between shelf slope and Q is
1/Q = sqrt((A + 1/A)*(1/S - 1) + 2)
*/
var coeff;
switch (this.type) {
case DSP.LPF: // H(s) = 1 / (s^2 + s/Q + 1)
this.b0 = (1 - cosw0)/2;
this.b1 = 1 - cosw0;
this.b2 = (1 - cosw0)/2;
this.a0 = 1 + alpha;
this.a1 = -2 * cosw0;
this.a2 = 1 - alpha;
break;
case DSP.HPF: // H(s) = s^2 / (s^2 + s/Q + 1)
this.b0 = (1 + cosw0)/2;
this.b1 = -(1 + cosw0);
this.b2 = (1 + cosw0)/2;
this.a0 = 1 + alpha;
this.a1 = -2 * cosw0;
this.a2 = 1 - alpha;
break;
case DSP.BPF_CONSTANT_SKIRT: // H(s) = s / (s^2 + s/Q + 1) (constant skirt gain, peak gain = Q)
this.b0 = sinw0/2;
this.b1 = 0;
this.b2 = -sinw0/2;
this.a0 = 1 + alpha;
this.a1 = -2*cosw0;
this.a2 = 1 - alpha;
break;
case DSP.BPF_CONSTANT_PEAK: // H(s) = (s/Q) / (s^2 + s/Q + 1) (constant 0 dB peak gain)
this.b0 = alpha;
this.b1 = 0;
this.b2 = -alpha;
this.a0 = 1 + alpha;
this.a1 = -2*cosw0;
this.a2 = 1 - alpha;
break;
case DSP.NOTCH: // H(s) = (s^2 + 1) / (s^2 + s/Q + 1)
this.b0 = 1;
this.b1 = -2*cosw0;
this.b2 = 1;
this.a0 = 1 + alpha;
this.a1 = -2*cosw0;
this.a2 = 1 - alpha;
break;
case DSP.APF: // H(s) = (s^2 - s/Q + 1) / (s^2 + s/Q + 1)
this.b0 = 1 - alpha;
this.b1 = -2*cosw0;
this.b2 = 1 + alpha;
this.a0 = 1 + alpha;
this.a1 = -2*cosw0;
this.a2 = 1 - alpha;
break;
case DSP.PEAKING_EQ: // H(s) = (s^2 + s*(A/Q) + 1) / (s^2 + s/(A*Q) + 1)
this.b0 = 1 + alpha*A;
this.b1 = -2*cosw0;
this.b2 = 1 - alpha*A;
this.a0 = 1 + alpha/A;
this.a1 = -2*cosw0;
this.a2 = 1 - alpha/A;
break;
case DSP.LOW_SHELF: // H(s) = A * (s^2 + (sqrt(A)/Q)*s + A)/(A*s^2 + (sqrt(A)/Q)*s + 1)
coeff = sinw0 * Math.sqrt( (A^2 + 1)*(1/this.S - 1) + 2*A );
this.b0 = A*((A+1) - (A-1)*cosw0 + coeff);
this.b1 = 2*A*((A-1) - (A+1)*cosw0);
this.b2 = A*((A+1) - (A-1)*cosw0 - coeff);
this.a0 = (A+1) + (A-1)*cosw0 + coeff;
this.a1 = -2*((A-1) + (A+1)*cosw0);
this.a2 = (A+1) + (A-1)*cosw0 - coeff;
break;
case DSP.HIGH_SHELF: // H(s) = A * (A*s^2 + (sqrt(A)/Q)*s + 1)/(s^2 + (sqrt(A)/Q)*s + A)
coeff = sinw0 * Math.sqrt( (A^2 + 1)*(1/this.S - 1) + 2*A );
this.b0 = A*((A+1) + (A-1)*cosw0 + coeff);
this.b1 = -2*A*((A-1) + (A+1)*cosw0);
this.b2 = A*((A+1) + (A-1)*cosw0 - coeff);
this.a0 = (A+1) - (A-1)*cosw0 + coeff;
this.a1 = 2*((A-1) - (A+1)*cosw0);
this.a2 = (A+1) - (A-1)*cosw0 - coeff;
break;
}
this.b0a0 = this.b0/this.a0;
this.b1a0 = this.b1/this.a0;
this.b2a0 = this.b2/this.a0;
this.a1a0 = this.a1/this.a0;
this.a2a0 = this.a2/this.a0;
};
this.process = function(buffer) {
//y[n] = (b0/a0)*x[n] + (b1/a0)*x[n-1] + (b2/a0)*x[n-2]
// - (a1/a0)*y[n-1] - (a2/a0)*y[n-2]
var len = buffer.length;
var output = new Float32Array(len);
for ( var i=0; i<buffer.length; i++ ) {
output[i] = this.b0a0*buffer[i] + this.b1a0*this.x_1_l + this.b2a0*this.x_2_l - this.a1a0*this.y_1_l - this.a2a0*this.y_2_l;
this.y_2_l = this.y_1_l;
this.y_1_l = output[i];
this.x_2_l = this.x_1_l;
this.x_1_l = buffer[i];
}
return output;
};
this.processStereo = function(buffer) {
//y[n] = (b0/a0)*x[n] + (b1/a0)*x[n-1] + (b2/a0)*x[n-2]
// - (a1/a0)*y[n-1] - (a2/a0)*y[n-2]
var len = buffer.length;
var output = new Float32Array(len);
for (var i = 0; i < len/2; i++) {
output[2*i] = this.b0a0*buffer[2*i] + this.b1a0*this.x_1_l + this.b2a0*this.x_2_l - this.a1a0*this.y_1_l - this.a2a0*this.y_2_l;
this.y_2_l = this.y_1_l;
this.y_1_l = output[2*i];
this.x_2_l = this.x_1_l;
this.x_1_l = buffer[2*i];
output[2*i+1] = this.b0a0*buffer[2*i+1] + this.b1a0*this.x_1_r + this.b2a0*this.x_2_r - this.a1a0*this.y_1_r - this.a2a0*this.y_2_r;
this.y_2_r = this.y_1_r;
this.y_1_r = output[2*i+1];
this.x_2_r = this.x_1_r;
this.x_1_r = buffer[2*i+1];
}
return output;
};
}
/*
* Magnitude to decibels
*
* Created by Ricard Marxer <email@ricardmarxer.com> on 2010-05-23.
* Copyright 2010 Ricard Marxer. All rights reserved.
*
* @buffer array of magnitudes to convert to decibels
*
* @returns the array in decibels
*
*/
DSP.mag2db = function(buffer) {
var minDb = -120;
var minMag = Math.pow(10.0, minDb / 20.0);
var log = Math.log;
var max = Math.max;
var result = Float32Array(buffer.length);
for (var i=0; i<buffer.length; i++) {
result[i] = 20.0*log(max(buffer[i], minMag));
}
return result;
};
/*
* Frequency response
*
* Created by Ricard Marxer <email@ricardmarxer.com> on 2010-05-23.
* Copyright 2010 Ricard Marxer. All rights reserved.
*
* Calculates the frequency response at the given points.
*
* @b b coefficients of the filter
* @a a coefficients of the filter
* @w w points (normally between -PI and PI) where to calculate the frequency response
*
* @returns the frequency response in magnitude
*
*/
DSP.freqz = function(b, a, w) {
var i, j;
if (!w) {
w = Float32Array(200);
for (i=0;i<w.length; i++) {
w[i] = DSP.TWO_PI/w.length * i - Math.PI;
}
}
var result = Float32Array(w.length);
var sqrt = Math.sqrt;
var cos = Math.cos;
var sin = Math.sin;
for (i=0; i<w.length; i++) {
var numerator = {real:0.0, imag:0.0};
for (j=0; j<b.length; j++) {
numerator.real += b[j] * cos(-j*w[i]);
numerator.imag += b[j] * sin(-j*w[i]);
}
var denominator = {real:0.0, imag:0.0};
for (j=0; j<a.length; j++) {
denominator.real += a[j] * cos(-j*w[i]);
denominator.imag += a[j] * sin(-j*w[i]);
}
result[i] = sqrt(numerator.real*numerator.real + numerator.imag*numerator.imag) / sqrt(denominator.real*denominator.real + denominator.imag*denominator.imag);
}
return result;
};
/*
* Graphical Equalizer
*
* Implementation of a graphic equalizer with a configurable bands-per-octave
* and minimum and maximum frequencies
*
* Created by Ricard Marxer <email@ricardmarxer.com> on 2010-05-23.
* Copyright 2010 Ricard Marxer. All rights reserved.
*
*/
function GraphicalEq(sampleRate) {
this.FS = sampleRate;
this.minFreq = 40.0;
this.maxFreq = 16000.0;
this.bandsPerOctave = 1.0;
this.filters = [];
this.freqzs = [];
this.calculateFreqzs = true;
this.recalculateFilters = function() {
var bandCount = Math.round(Math.log(this.maxFreq/this.minFreq) * this.bandsPerOctave/ Math.LN2);
this.filters = [];
for (var i=0; i<bandCount; i++) {
var freq = this.minFreq*(Math.pow(2, i/this.bandsPerOctave));
var newFilter = new Biquad(DSP.PEAKING_EQ, this.FS);
newFilter.setDbGain(0);
newFilter.setBW(1/this.bandsPerOctave);
newFilter.setF0(freq);
this.filters[i] = newFilter;
this.recalculateFreqz(i);
}
};
this.setMinimumFrequency = function(freq) {
this.minFreq = freq;
this.recalculateFilters();
};
this.setMaximumFrequency = function(freq) {
this.maxFreq = freq;
this.recalculateFilters();
};
this.setBandsPerOctave = function(bands) {
this.bandsPerOctave = bands;
this.recalculateFilters();
};
this.setBandGain = function(bandIndex, gain) {
if (bandIndex < 0 || bandIndex > (this.filters.length-1)) {
throw "The band index of the graphical equalizer is out of bounds.";
}
if (!gain) {
throw "A gain must be passed.";
}
this.filters[bandIndex].setDbGain(gain);
this.recalculateFreqz(bandIndex);
};
this.recalculateFreqz = function(bandIndex) {
if (!this.calculateFreqzs) {
return;
}
if (bandIndex < 0 || bandIndex > (this.filters.length-1)) {
throw "The band index of the graphical equalizer is out of bounds. " + bandIndex + " is out of [" + 0 + ", " + this.filters.length-1 + "]";
}
if (!this.w) {
this.w = Float32Array(400);
for (var i=0; i<this.w.length; i++) {
this.w[i] = Math.PI/this.w.length * i;
}
}
var b = [this.filters[bandIndex].b0, this.filters[bandIndex].b1, this.filters[bandIndex].b2];
var a = [this.filters[bandIndex].a0, this.filters[bandIndex].a1, this.filters[bandIndex].a2];
this.freqzs[bandIndex] = DSP.mag2db(DSP.freqz(b, a, this.w));
};
this.process = function(buffer) {
var output = buffer;
for (var i = 0; i < this.filters.length; i++) {
output = this.filters[i].process(output);
}
return output;
};
this.processStereo = function(buffer) {
var output = buffer;
for (var i = 0; i < this.filters.length; i++) {
output = this.filters[i].processStereo(output);
}
return output;
};
}
/**
* MultiDelay effect by Almer Thie (http://code.almeros.com).
* Copyright 2010 Almer Thie. All rights reserved.
* Example: http://code.almeros.com/code-examples/delay-firefox-audio-api/
*
* This is a delay that feeds it's own delayed signal back into its circular
* buffer. Also known as a CombFilter.
*
* Compatible with interleaved stereo (or more channel) buffers and
* non-interleaved mono buffers.
*
* @param {Number} maxDelayInSamplesSize Maximum possible delay in samples (size of circular buffer)
* @param {Number} delayInSamples Initial delay in samples
* @param {Number} masterVolume Initial master volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
* @param {Number} delayVolume Initial feedback delay volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
*
* @constructor
*/
function MultiDelay(maxDelayInSamplesSize, delayInSamples, masterVolume, delayVolume) {
this.delayBufferSamples = new Float32Array(maxDelayInSamplesSize); // The maximum size of delay
this.delayInputPointer = delayInSamples;
this.delayOutputPointer = 0;
this.delayInSamples = delayInSamples;
this.masterVolume = masterVolume;
this.delayVolume = delayVolume;
}
/**
* Change the delay time in samples.
*
* @param {Number} delayInSamples Delay in samples
*/
MultiDelay.prototype.setDelayInSamples = function (delayInSamples) {
this.delayInSamples = delayInSamples;
this.delayInputPointer = this.delayOutputPointer + delayInSamples;
if (this.delayInputPointer >= this.delayBufferSamples.length-1) {
this.delayInputPointer = this.delayInputPointer - this.delayBufferSamples.length;
}
};
/**
* Change the master volume.
*
* @param {Number} masterVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
*/
MultiDelay.prototype.setMasterVolume = function(masterVolume) {
this.masterVolume = masterVolume;
};
/**
* Change the delay feedback volume.
*
* @param {Number} delayVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
*/
MultiDelay.prototype.setDelayVolume = function(delayVolume) {
this.delayVolume = delayVolume;
};
/**
* Process a given interleaved or mono non-interleaved float value Array and adds the delayed audio.
*
* @param {Array} samples Array containing Float values or a Float32Array
*
* @returns A new Float32Array interleaved or mono non-interleaved as was fed to this function.
*/
MultiDelay.prototype.process = function(samples) {
// NB. Make a copy to put in the output samples to return.
var outputSamples = new Float32Array(samples.length);
for (var i=0; i<samples.length; i++) {
// delayBufferSamples could contain initial NULL's, return silence in that case
var delaySample = (this.delayBufferSamples[this.delayOutputPointer] === null ? 0.0 : this.delayBufferSamples[this.delayOutputPointer]);
// Mix normal audio data with delayed audio
var sample = (delaySample * this.delayVolume) + samples[i];
// Add audio data with the delay in the delay buffer
this.delayBufferSamples[this.delayInputPointer] = sample;
// Return the audio with delay mix
outputSamples[i] = sample * this.masterVolume;
// Manage circulair delay buffer pointers
this.delayInputPointer++;
if (this.delayInputPointer >= this.delayBufferSamples.length-1) {
this.delayInputPointer = 0;
}
this.delayOutputPointer++;
if (this.delayOutputPointer >= this.delayBufferSamples.length-1) {
this.delayOutputPointer = 0;
}
}
return outputSamples;
};
/**
* SingleDelay effect by Almer Thie (http://code.almeros.com).
* Copyright 2010 Almer Thie. All rights reserved.
* Example: See usage in Reverb class
*
* This is a delay that does NOT feeds it's own delayed signal back into its
* circular buffer, neither does it return the original signal. Also known as
* an AllPassFilter(?).
*
* Compatible with interleaved stereo (or more channel) buffers and
* non-interleaved mono buffers.
*
* @param {Number} maxDelayInSamplesSize Maximum possible delay in samples (size of circular buffer)
* @param {Number} delayInSamples Initial delay in samples
* @param {Number} delayVolume Initial feedback delay volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
*
* @constructor
*/
function SingleDelay(maxDelayInSamplesSize, delayInSamples, delayVolume) {
this.delayBufferSamples = new Float32Array(maxDelayInSamplesSize); // The maximum size of delay
this.delayInputPointer = delayInSamples;
this.delayOutputPointer = 0;
this.delayInSamples = delayInSamples;
this.delayVolume = delayVolume;
}
/**
* Change the delay time in samples.
*
* @param {Number} delayInSamples Delay in samples
*/
SingleDelay.prototype.setDelayInSamples = function(delayInSamples) {
this.delayInSamples = delayInSamples;
this.delayInputPointer = this.delayOutputPointer + delayInSamples;
if (this.delayInputPointer >= this.delayBufferSamples.length-1) {
this.delayInputPointer = this.delayInputPointer - this.delayBufferSamples.length;
}
};
/**
* Change the return signal volume.
*
* @param {Number} delayVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
*/
SingleDelay.prototype.setDelayVolume = function(delayVolume) {
this.delayVolume = delayVolume;
};
/**
* Process a given interleaved or mono non-interleaved float value Array and
* returns the delayed audio.
*
* @param {Array} samples Array containing Float values or a Float32Array
*
* @returns A new Float32Array interleaved or mono non-interleaved as was fed to this function.
*/
SingleDelay.prototype.process = function(samples) {
// NB. Make a copy to put in the output samples to return.
var outputSamples = new Float32Array(samples.length);
for (var i=0; i<samples.length; i++) {
// Add audio data with the delay in the delay buffer
this.delayBufferSamples[this.delayInputPointer] = samples[i];
// delayBufferSamples could contain initial NULL's, return silence in that case
var delaySample = this.delayBufferSamples[this.delayOutputPointer];
// Return the audio with delay mix
outputSamples[i] = delaySample * this.delayVolume;
// Manage circulair delay buffer pointers
this.delayInputPointer++;
if (this.delayInputPointer >= this.delayBufferSamples.length-1) {
this.delayInputPointer = 0;
}
this.delayOutputPointer++;
if (this.delayOutputPointer >= this.delayBufferSamples.length-1) {
this.delayOutputPointer = 0;
}
}
return outputSamples;
};
/**
* Reverb effect by Almer Thie (http://code.almeros.com).
* Copyright 2010 Almer Thie. All rights reserved.
* Example: http://code.almeros.com/code-examples/reverb-firefox-audio-api/
*
* This reverb consists of 6 SingleDelays, 6 MultiDelays and an IIRFilter2
* for each of the two stereo channels.
*
* Compatible with interleaved stereo buffers only!
*
* @param {Number} maxDelayInSamplesSize Maximum possible delay in samples (size of circular buffers)
* @param {Number} delayInSamples Initial delay in samples for internal (Single/Multi)delays
* @param {Number} masterVolume Initial master volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
* @param {Number} mixVolume Initial reverb signal mix volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
* @param {Number} delayVolume Initial feedback delay volume for internal (Single/Multi)delays. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
* @param {Number} dampFrequency Initial low pass filter frequency. 0 to 44100 (depending on your maximum sampling frequency)
*
* @constructor
*/
function Reverb(maxDelayInSamplesSize, delayInSamples, masterVolume, mixVolume, delayVolume, dampFrequency) {
this.delayInSamples = delayInSamples;
this.masterVolume = masterVolume;
this.mixVolume = mixVolume;
this.delayVolume = delayVolume;
this.dampFrequency = dampFrequency;
this.NR_OF_MULTIDELAYS = 6;
this.NR_OF_SINGLEDELAYS = 6;
this.LOWPASSL = new IIRFilter2(DSP.LOWPASS, dampFrequency, 0, 44100);
this.LOWPASSR = new IIRFilter2(DSP.LOWPASS, dampFrequency, 0, 44100);
this.singleDelays = [];
var i, delayMultiply;
for (i = 0; i < this.NR_OF_SINGLEDELAYS; i++) {
delayMultiply = 1.0 + (i/7.0); // 1.0, 1.1, 1.2...
this.singleDelays[i] = new SingleDelay(maxDelayInSamplesSize, Math.round(this.delayInSamples * delayMultiply), this.delayVolume);
}
this.multiDelays = [];
for (i = 0; i < this.NR_OF_MULTIDELAYS; i++) {
delayMultiply = 1.0 + (i/10.0); // 1.0, 1.1, 1.2...
this.multiDelays[i] = new MultiDelay(maxDelayInSamplesSize, Math.round(this.delayInSamples * delayMultiply), this.masterVolume, this.delayVolume);
}
}
/**
* Change the delay time in samples as a base for all delays.
*
* @param {Number} delayInSamples Delay in samples
*/
Reverb.prototype.setDelayInSamples = function (delayInSamples){
this.delayInSamples = delayInSamples;
var i, delayMultiply;
for (i = 0; i < this.NR_OF_SINGLEDELAYS; i++) {
delayMultiply = 1.0 + (i/7.0); // 1.0, 1.1, 1.2...
this.singleDelays[i].setDelayInSamples( Math.round(this.delayInSamples * delayMultiply) );
}
for (i = 0; i < this.NR_OF_MULTIDELAYS; i++) {
delayMultiply = 1.0 + (i/10.0); // 1.0, 1.1, 1.2...
this.multiDelays[i].setDelayInSamples( Math.round(this.delayInSamples * delayMultiply) );
}
};
/**
* Change the master volume.
*
* @param {Number} masterVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
*/
Reverb.prototype.setMasterVolume = function (masterVolume){
this.masterVolume = masterVolume;
};
/**
* Change the reverb signal mix level.
*
* @param {Number} mixVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
*/
Reverb.prototype.setMixVolume = function (mixVolume){
this.mixVolume = mixVolume;
};
/**
* Change all delays feedback volume.
*
* @param {Number} delayVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify)
*/
Reverb.prototype.setDelayVolume = function (delayVolume){
this.delayVolume = delayVolume;
var i;
for (i = 0; i<this.NR_OF_SINGLEDELAYS; i++) {
this.singleDelays[i].setDelayVolume(this.delayVolume);
}
for (i = 0; i<this.NR_OF_MULTIDELAYS; i++) {
this.multiDelays[i].setDelayVolume(this.delayVolume);
}
};
/**
* Change the Low Pass filter frequency.
*
* @param {Number} dampFrequency low pass filter frequency. 0 to 44100 (depending on your maximum sampling frequency)
*/
Reverb.prototype.setDampFrequency = function (dampFrequency){
this.dampFrequency = dampFrequency;
this.LOWPASSL.set(dampFrequency, 0);
this.LOWPASSR.set(dampFrequency, 0);
};
/**
* Process a given interleaved float value Array and copies and adds the reverb signal.
*
* @param {Array} samples Array containing Float values or a Float32Array
*
* @returns A new Float32Array interleaved buffer.
*/
Reverb.prototype.process = function (interleavedSamples){
// NB. Make a copy to put in the output samples to return.
var outputSamples = new Float32Array(interleavedSamples.length);
// Perform low pass on the input samples to mimick damp
var leftRightMix = DSP.deinterleave(interleavedSamples);
this.LOWPASSL.process( leftRightMix[DSP.LEFT] );
this.LOWPASSR.process( leftRightMix[DSP.RIGHT] );
var filteredSamples = DSP.interleave(leftRightMix[DSP.LEFT], leftRightMix[DSP.RIGHT]);
var i;
// Process MultiDelays in parallel
for (i = 0; i<this.NR_OF_MULTIDELAYS; i++) {
// Invert the signal of every even multiDelay
outputSamples = DSP.mixSampleBuffers(outputSamples, this.multiDelays[i].process(filteredSamples), 2%i === 0, this.NR_OF_MULTIDELAYS);
}
// Process SingleDelays in series
var singleDelaySamples = new Float32Array(outputSamples.length);
for (i = 0; i<this.NR_OF_SINGLEDELAYS; i++) {
// Invert the signal of every even singleDelay
singleDelaySamples = DSP.mixSampleBuffers(singleDelaySamples, this.singleDelays[i].process(outputSamples), 2%i === 0, 1);
}
// Apply the volume of the reverb signal
for (i = 0; i<singleDelaySamples.length; i++) {
singleDelaySamples[i] *= this.mixVolume;
}
// Mix the original signal with the reverb signal
outputSamples = DSP.mixSampleBuffers(singleDelaySamples, interleavedSamples, 0, 1);
// Apply the master volume to the complete signal
for (i = 0; i<outputSamples.length; i++) {
outputSamples[i] *= this.masterVolume;
}
return outputSamples;
};
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<title>スカッシュゲームを作る - パドルでボールをコントロールできるようにする(2)</title>
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<meta name="description" content="WebGL,HTML5,three.js" />
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[
0,0,0,0,1,
0,0,0,1,0,
0,0,1,0,0,
0,1,0,0,0,
1,0,0,0,0
],
[1,1,1,1,1,
1,1,0,0,1,
1,0,1,0,1,
1,0,0,1,1,
1,1,1,1,1],
[0,1,1,0,0,
0,0,1,0,0,
0,0,1,0,0,
0,0,1,0,0,
0,1,1,1,0],
[1,1,1,1,1,
1,0,0,0,1,
0,0,1,1,0,
0,1,0,0,0,
1,1,1,1,1],
[1,1,1,1,1,
0,0,0,0,1,
1,1,1,1,1,
0,0,0,0,1,
1,1,1,1,1],
[1,0,0,1,0,
1,0,0,1,0,
1,0,0,1,0,
1,1,1,1,1,
0,0,0,1,0],
[1,1,1,1,1,
1,0,0,0,0,
1,1,1,1,1,
0,0,0,0,1,
1,1,1,1,1],
[1,1,1,1,1,
1,0,0,0,0,
1,1,1,1,1,
1,0,0,0,1,
1,1,1,1,1],
[1,1,1,1,1,
1,0,0,1,0,
0,0,1,0,0,
0,1,0,0,0,
1,0,0,0,0],
[1,1,1,1,1,
1,0,0,0,1,
1,1,1,1,1,
1,0,0,0,1,
1,1,1,1,1],
[1,1,1,1,1,
1,0,0,0,1,
1,1,1,1,1,
0,0,0,0,1,
1,1,1,1,1],
[
0,0,0,0,0,
0,0,1,0,0,
0,0,0,0,0,
0,0,1,0,0,
0,0,0,0,0
],
[
0,0,0,0,0,
0,0,1,0,0,
0,0,0,0,0,
0,0,1,0,0,
0,1,0,0,0
],
[
0,0,0,1,0,
0,0,1,0,0,
0,1,0,0,0,
0,0,1,0,0,
0,0,0,1,0
],
[
0,0,0,0,0,
1,1,1,1,1,
0,0,0,0,0,
1,1,1,1,1,
0,0,0,0,0
],
[
0,1,0,0,0,
0,0,1,0,0,
0,0,0,1,0,
0,0,1,0,0,
0,1,0,0,0
],
[
1,1,1,1,1,
1,0,0,0,1,
0,0,1,1,1,
0,0,0,0,0,
0,0,1,0,0
],
[
0,1,1,1,0,
1,0,0,0,1,
1,0,1,1,1,
1,0,0,0,0,
0,1,1,1,1
],
[
1,1,1,1,1,
1,0,0,0,1,
1,1,1,1,1,
1,0,0,0,1,
1,0,0,0,1
],
[
1,1,1,1,1,
1,0,0,0,1,
1,1,1,1,0,
1,0,0,0,1,
1,1,1,1,1
],
[
1,1,1,1,1,
1,0,0,0,0,
1,0,0,0,0,
1,0,0,0,0,
1,1,1,1,1
],
[
1,1,1,1,0,
1,0,0,0,1,
1,0,0,0,1,
1,0,0,0,1,
1,1,1,1,0
],
[
1,1,1,1,1,
1,0,0,0,0,
1,1,1,1,1,
1,0,0,0,0,
1,1,1,1,1
],
[
1,1,1,1,1,
1,0,0,0,0,
1,1,1,1,1,
1,0,0,0,0,
1,0,0,0,0
],
[
1,1,1,1,1,
1,0,0,0,0,
1,0,1,1,1,
1,0,0,0,1,
1,1,1,1,1
],
[
1,0,0,0,1,
1,0,0,0,1,
1,1,1,1,1,
1,0,0,0,1,
1,0,0,0,1
],
[
0,0,1,0,0,
0,0,1,0,0,
0,0,1,0,0,
0,0,1,0,0,
0,0,1,0,0
],
[
1,1,1,1,1,
0,0,1,0,0,
0,0,1,0,0,
1,0,1,0,0,
1,1,1,0,0
],
[
1,0,0,,1,
1,0,0,1,0,
1,1,1,0,0,
1,0,0,1,0,
1,0,0,0,1
],
[
1,0,0,0,0,
1,0,0,0,0,
1,0,0,0,0,
1,0,0,0,0,
1,1,1,1,1
],
[
1,1,0,1,1,
1,0,1,0,1,
1,0,0,0,1,
1,0,0,0,1,
1,0,0,0,1
],
[
1,0,0,0,1,
1,1,0,0,1,
1,0,1,0,1,
1,0,0,1,1,
1,0,0,0,1
],
[
1,1,1,1,1,
1,0,0,0,1,
1,0,0,0,1,
1,0,0,0,1,
1,1,1,1,1
],
[
1,1,1,1,1,
1,0,0,0,1,
1,1,1,1,1,
1,0,0,0,0,
1,0,0,0,0
],
[
1,1,1,1,1,
1,0,0,0,1,
1,0,0,0,1,
1,0,0,1,1,
1,1,1,1,1
],
[
1,1,1,1,1,
1,0,0,0,1,
1,1,1,1,0,
1,0,0,0,1,
1,0,0,0,1
],
[
1,1,1,1,1,
1,0,0,0,0,
1,1,1,1,1,
0,0,0,0,1,
1,1,1,1,1
],
[
1,1,1,1,1,
0,0,1,0,0,
0,0,1,0,0,
0,0,1,0,0,
0,0,1,0,0
],
[
1,0,0,0,1,
1,0,0,0,1,
1,0,0,0,1,
1,0,0,0,1,
1,1,1,1,1
],
[
1,0,0,0,1,
1,0,0,0,1,
0,1,0,1,0,
0,1,0,1,0,
0,0,1,0,0
],
[
1,0,1,0,1,
1,0,1,0,1,
1,0,1,0,1,
1,0,1,0,1,
1,1,1,1,1
],
[
1,0,0,0,1,
0,1,0,1,0,
0,0,1,0,0,
0,1,0,1,0,
1,0,0,0,1
],
[
1,0,0,0,1,
0,1,0,1,0,
0,0,1,0,0,
0,0,1,0,0,
0,0,1,0,0
],
[
1,1,1,1,1,
0,0,0,1,0,
0,0,1,0,0,
0,1,0,0,0,
1,1,1,1,1
]
];
window.addEventListener('load',
function () {
'use strict';
const WIDTH = 192;
const HEIGHT = 256;
var screen_width;
var screen_height;
var remain = 3;
var score = 0;
var renderer;
var x = 0;
var y = 0;
var px;// paddle x pos
var speed = 2;
var dx = Math.cos(Math.PI / 4 ) * speed;
var dy = Math.sin(Math.PI / 4 ) * speed;
function calcScreenSize() {
screen_width = document.body.clientWidth - 8;
screen_height = document.body.clientHeight - 8;
if (screen_width >= screen_height) {
screen_width = screen_height * WIDTH / HEIGHT;
} else {
screen_height = screen_width * HEIGHT / WIDTH;
}
}
calcScreenSize();
initAudio(window);
SF.audio.start();
renderer = new THREE.WebGLRenderer({ antialias: false /*, sortObjects: true */ });
renderer.setSize(screen_width, screen_height);
renderer.setClearColor(0x000000, 1);
renderer.domElement.id = 'console';
renderer.domElement.style.zIndex = 0;
document.body.appendChild(renderer.domElement);
renderer.clear();
// Pointer Lock API
var isPointerLocked = false;
var isPointerRequesting = false;
var elm = renderer.domElement;//document.body;
function pointerLockChange() {
if (
document.pointerLockElement === elm ||
document.mozPointerLockElement === elm ||
document.webkitPointerLockElement === elm) {
isPointerLocked = true;
} else {
isPointerLocked = false;
}
isPointerRequesting = false;
}
document.addEventListener('pointerlockchange',pointerLockChange,false);
document.addEventListener('mozpointerlockchange',pointerLockChange,false);
document.addEventListener('webkitpointerlockchange',pointerLockChange,false);
elm.requestPointerLock = elm.requestPointerLock ||
elm.mozRequestPointerLock ||
elm.webkitRequestPointerLock;
// カメラを工夫し、Z座標が0の時座標指定が仮想画面サイズの位置となるようにする
var camera = new THREE.PerspectiveCamera(90, WIDTH / HEIGHT, 0.1, 1000);
camera.position.z = HEIGHT / 2;
var scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry(4, 4);
var material = new THREE.MeshBasicMaterial({ color: 0xffffff });
var ball = new THREE.Mesh(geometry, material);
var paddle = new THREE.Mesh(new THREE.PlaneBufferGeometry(32, 4), new THREE.MeshBasicMaterial({ color: 0xffffff }));
paddle.position.y = -100;
// 文字コード -> mesh 変換
var asciiCharObjs4 = [];
var asciiCharObjs2 = [];
var asciiGeometry2 = new THREE.PlaneBufferGeometry(2, 2);
var asciiGeometry4 = new THREE.PlaneBufferGeometry(4,4);
for(var i = 0,l = ASCII_CHARS.length;i < l;++i ){
var c2 = new THREE.Object3D();
var c4 = new THREE.Object3D();
asciiCharObjs2.push(c2);
asciiCharObjs4.push(c4);
for(var cy = 0;cy < 5;++cy){
for(var cx = 0;cx < 5;++cx){
if(ASCII_CHARS[i][cy * 5 + cx]){
var mesh = new THREE.Mesh(asciiGeometry2,material);
mesh.position.x = cx * 2;
mesh.position.y = 10 - cy * 2;
c2.add(mesh);
var mesh = new THREE.Mesh(asciiGeometry4,material);
mesh.position.x = cx * 4;
mesh.position.y = 10 - cy * 4;
c4.add(mesh);
}
}
}
}
function createStringMesh(str,size){
if(!size) size = 2;
var strObj = new THREE.Object3D();
var asciiChars = size == 4?asciiCharObjs4:asciiCharObjs2;
for(var i = 0,l = str.length;i < l;++i){
var sx = i * 6 * size;
var c = str.charCodeAt(i) - 0x20;
var co = asciiChars[c].clone();
co.position.x = sx;
strObj.add(co);
}
return strObj;
}
// PRESS_MOUSE 文字列
const PRESS_MOUSE = 'PRESS MOUSE BTN';
var pressMouse = createStringMesh(PRESS_MOUSE);
pressMouse.position.x = - PRESS_MOUSE.length * 2 * 6 / 2;
pressMouse.position.y = 0;
scene.add(pressMouse);
// Title
const TITLE = 'SQUASH';
var titleObj = createStringMesh(TITLE,4);
titleObj.position.x = - TITLE.length * 4 * 6 / 2;
titleObj.position.y = 70;
scene.add(titleObj);
// GAME OVER
const GAME_OVER = 'GAME OVER';
var gameOverObj = createStringMesh(GAME_OVER,2);
gameOverObj.position.x = - GAME_OVER.length * 2 * 6 / 2;
gameOverObj.position.y = 40;
scene.add(gameOverObj);
// スコア表示用
var scoreObj = new THREE.Object3D();
for(var i = 0;i < 5;++i){
var sx = i * 6 * 2;
var digit = new THREE.Object3D();
scoreObj.add(digit);
for(var j = 0;j < 10;++j){
var n = asciiCharObjs2[0x10 + j].clone();
n.position.x = sx;
n.visible = false;
digit.add(n);
}
}
scoreObj.position.y = 110;
scoreObj.position.x = - 6 * 2 * 5 / 2;
scoreObj.children[0].children[0].visible = true;
scoreObj.children[1].children[0].visible = true;
scoreObj.children[2].children[0].visible = true;
scoreObj.children[3].children[0].visible = true;
scoreObj.children[4].children[0].visible = true;
scene.add(scoreObj);
var scoreBackup = score;
function updateScore(){
if(score > 99999){
score = 99999;
}
var c5 = parseInt(score / 10000) % 10;
var c4 = parseInt(score / 1000) % 10;
var c3 = parseInt(score / 100) % 10;
var c2 = parseInt(score / 10) % 10;
var c1 = parseInt(score) % 10;
var b5 = parseInt(scoreBackup / 10000) % 10;
var b4 = parseInt(scoreBackup / 1000) % 10;
var b3 = parseInt(scoreBackup / 100) % 10;
var b2 = parseInt(scoreBackup / 10) % 10;
var b1 = parseInt(scoreBackup) % 10;
scoreObj.children[0].children[b5].visible = false;
scoreObj.children[0].children[c5].visible = true;
scoreObj.children[1].children[b4].visible = false;
scoreObj.children[1].children[c4].visible = true;
scoreObj.children[2].children[b3].visible = false;
scoreObj.children[2].children[c3].visible = true;
scoreObj.children[3].children[b2].visible = false;
scoreObj.children[3].children[c2].visible = true;
scoreObj.children[4].children[b1].visible = false;
scoreObj.children[4].children[c1].visible = true;
scoreBackup = score;
}
// 残数表示
var remainObj = new THREE.Object3D();
for(var j = 0;j < 10;++j){
var n = asciiCharObjs2[j + 0x10].clone();
n.visible = false;
remainObj.add(n);
}
remainObj.position.y = -124;
remainObj.position.x = 70;
var remainBackup = 0;
function updateRemain(){
remainObj.children[remain].visible = true;
remainObj.children[remainBackup].visible = false;
remainBackup = remain;
}
scene.add(remainObj);
var dpx = 0;
elm.addEventListener('mousemove', function (e) {
if(isPointerLocked){
var movementX = e.movementX ||
e.mozMovementX ||
e.webkitMovementX ||
0,
movementY = e.movementY ||
e.mozMovementY ||
e.webkitMovementY ||
0;
dpx = movementX;
px += movementX;
if(px < ( -WIDTH / 2)) px = - WIDTH / 2;
if(px > ( WIDTH / 2)) px = WIDTH / 2;
} else {
var ex = e.clientX;
var ey = e.clientY;
var rect = e.target.getBoundingClientRect();
ex -= rect.left;
ey -= rect.top;
dpx = px;
px = ex * WIDTH / screen_width - WIDTH / 2;
dpx = px - dpx;
}
//paddle.position.x = x * WIDTH / screen_width - WIDTH / 2;
});
var click = false;
elm.addEventListener('click',function(){
click = true;
if((!isPointerLocked) && elm.requestPointerLock){
isPointerRequesting = true;
elm.requestPointerLock();
} else {
isPointerRequesting = false;
}
});
function mouseCheck(){
var ret = click;
click = false;
return ret;
}
window.addEventListener('resize', function () {
calcScreenSize();
renderer.setSize(screen_width, screen_height);
});
scene.add(ball);
scene.add(paddle);
//
// SF.sequencer.load(SF.seqData);
SF.sequencer.start();
// ジェネレータによるゲームメインの実装
function* game(){
while(true){
// init
remain = 3;
updateRemain();
x = 0;
y = 0;
speed = 2;
dx = Math.cos(Math.PI / 4 ) * speed;
dy = Math.sin(Math.PI / 4 ) * speed;
click = false;
titleObj.visible = true;
paddle.visible = false;
ball.visible = false;
pressMouse.visible = true;
remainObj.visible = false;
gameOverObj.visible = false;
// game start wait
var start = false;
while(!mouseCheck() && !start){
for(var i = 0;i < 10;++i ){
if(mouseCheck()){
start = true;
while(isPointerRequesting){
yield;
}
break;
}
yield;
}
pressMouse.visible = !pressMouse.visible;
}
score = 0;
updateScore();
titleObj.visible = false;
pressMouse.visible = false;
paddle.visible = true;
ball.visible = true;
remainObj.visible = true;
// game play
while(remain > 0){
if(!play()){
x = 0;
y = 0;
dx = Math.abs(dx);
dy = Math.abs(dy);
remain--;
updateRemain();
} else {
yield;
};
}
// game over
gameOverObj.visible = true;
for(var i = 0;i < 5 * 20;++i){
yield;
}
gameOverObj.visible =false;
continue;
}
}
function play(){
// ボールの動き
var bx = x, by = y;
x += dx;
y += dy;
if (x > (WIDTH / 2) || x < (-WIDTH / 2)) {
SF.sequencer.playTracks(SF.soundEffects[1]);
dx = -dx;
x += dx;
}
if (y > (HEIGHT / 2) ) {
SF.sequencer.playTracks(SF.soundEffects[1]);
dy = -dy;
y += dy;
}
if(y < (-HEIGHT / 2)){
return false;
}
ball.position.x = x;
ball.position.y = y;
// パドルとの衝突判定
var sx, sy, ex, ey;
if (x >= bx) {
sx = bx - 2;
ex = x + 2;
} else {
sx = x - 2;
ex = bx + 2;
}
if (y <= by) {
sy = by - 2;
ey = y + 2;
} else {
sy = y - 2;
ey = by + 2;
}
paddle.position.x = px;
var psx = paddle.position.x - 16, pex = paddle.position.x + 16, psy = paddle.position.y - 2, pey = paddle.position.y + 2;
if (sy <= pey && psy <= ey && sx <= pex && psx <= sx) {
SF.sequencer.playTracks(SF.soundEffects[0]);
// 徐々に難易度を上げていく
if (speed < 3.8){
speed += 0.25;
}
y = paddle.position.y + 5 + (paddle.position.y - y);
ball.position.y = y;
dy = -dy;
dx = dx - dpx;
//
var v = speed / Math.sqrt(dx*dx + dy*dy);
dy *= v;
dx *= v;
// y += dy;
++score;
updateScore();
}
dpx = 0;
return true;
}
//
var g = game();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
g.next();
}
render();
});
</script>
</body>
</html>
/// <reference path="../../../scripts/dsp.js" />
/// <reference path="../../../scripts/three/three.js" />
/// <reference path="graphics.js" />
/// <reference path="io.js" />
/// <reference path="song.js" />
/// <reference path="audio.js" />
/// <reference path="text.js" />
/// <reference path="util.js" />
/// <reference path="gameobj.js" />
/// <reference path="enemies.js" />
/// <reference path="effectobj.js" />
/// <reference path="myship.js" />
/// <reference path="game.js" />
//var seq = [T(120), O(5), l(4), LS(128), V(0.5), N(C({}), D, E, F, G, A, B),o(6)];
var seqData = {
name: 'Test',
tracks: [
{
name: 'part1',
channel: 0,
data:
[
ENV(0.01, 0.02, 0.5, 0.07),
TEMPO(180), TONE(0), VOLUME(0.5), L(8), GT(-0.5),O(4),
LOOP('i',4),
C, C, C, C, C, C, C, C,
LOOP_END,
JUMP(6)
]
},
{
name: 'part2',
channel: 1,
data:
[
ENV(0.01, 0.05, 0.6, 0.07),
TONE(6), VOLUME(0.2), L(8), GT(-0.8),O(6),
R(1), R(1),
L(1), F,
E,
OD, L(8, true), Bb, G, L(4), Bb, OU, L(4), F, L(8), D,
L(4, true), E, L(2), C,R(8),
JUMP(7)
]
},
{
name: 'part3',
channel: 2,
data:
[
ENV(0.01, 0.05, 0.6, 0.07),
TONE(6), VOLUME(0.1), L(8), GT(-0.5), O(6),DETUNE(0.992),
R(1), R(1),
O(6),L(1), C,
C,
OD, L(8, true), G, D, L(4), G, OU, L(4), D, L(8),OD, G,
L(4, true), OU,C, L(2),OD, G, R(8),
JUMP(8)
]
}
]
}
var soundEffects;
function SoundEffects(sequencer) {
this.soundEffects =
[
// Effect 0 ////////////////////////////////////
createTracks.call(sequencer,[
{
channel: 8,
oneshot:true,
data: [VOLUME(0.5),
ENV(0.0001, 0.01, 1.0, 0.0001),GT(-0.999),TONE(0), TEMPO(200), O(8),ST(3), C, D, E, F, G, A, B, OU, C, D, E, G, A, B,B,B,B
]
},
{
channel: 9,
oneshot: true,
data: [VOLUME(0.5),
ENV(0.0001, 0.01, 1.0, 0.0001), DETUNE(0.9), GT(-0.999), TONE(0), TEMPO(200), O(5), ST(3), C, D, E, F, G, A, B, OU, C, D, E, G, A, B,B,B,B
]
}
]),
// Effect 1 /////////////////////////////////////
createTracks.call(sequencer,
[
{
channel: 10,
oneshot: true,
data: [
TONE(4), TEMPO(150), ST(4), GT(-0.9999), ENV(0.0001, 0.0001, 1.0, 0.0001),
O(6), G, A, B, O(7), B, A, G, F, E, D, C, E, G, A, B, OD, B, A, G, F, E, D, C, OD, B, A, G, F, E, D, C
]
}
]),
// Effect 2//////////////////////////////////////
createTracks.call(sequencer,
[
{
channel: 10,
oneshot: true,
data: [
TONE(0), TEMPO(150), ST(2), GT(-0.9999), ENV(0.0001, 0.0001, 1.0, 0.0001),
O(8), C,D,E,F,G,A,B,OU,C,D,E,F,OD,G,OU,A,OD,B,OU,A,OD,G,OU,F,OD,E,OU,E
]
}
]),
// Effect 3 ////////////////////////////////////
createTracks.call(sequencer,
[
{
channel: 10,
oneshot: true,
data: [
TONE(5), TEMPO(150), L(64), GT(-0.9999), ENV(0.0001, 0.0001, 1.0, 0.0001),
O(6),C,OD,C,OU,C,OD,C,OU,C,OD,C,OU,C,OD
]
}
]),
// Effect 4 ////////////////////////////////////////
createTracks.call(sequencer,
[
{
channel: 11,
oneshot: true,
data: [
TONE(8), VOLUME(2.0),TEMPO(120), L(2), GT(-0.9999), ENV(0.0001, 0.0001, 1.0, 0.25),
O(1), C
]
}
])
];
}