diff --git a/packages/superdough/noise.mjs b/packages/superdough/noise.mjs index 2c8c1d4a..6a2d418c 100644 --- a/packages/superdough/noise.mjs +++ b/packages/superdough/noise.mjs @@ -4,7 +4,7 @@ import { getAudioContext } from './superdough.mjs'; let noiseCache = {}; // lazy generates noise buffers and keeps them forever -function getNoiseBuffer(type) { +function getNoiseBuffer(type, density) { const ac = getAudioContext(); if (noiseCache[type]) { return noiseCache[type]; @@ -34,17 +34,26 @@ function getNoiseBuffer(type) { output[i] = b0 + b1 + b2 + b3 + b4 + b5 + b6 + white * 0.5362; output[i] *= 0.11; b6 = white * 0.115926; + } else if (type === 'crackle') { + if (Math.random() < (Math.random() * (density - 0.001) + density).toFixed(4)) { + output[i] = Math.random() * 2 - 1; + } else { + output[i] = 0; + } } } - noiseCache[type] = noiseBuffer; + + // Prevent caching to randomize crackles + if (type !== "crackle") + noiseCache[type] = noiseBuffer; return noiseBuffer; } // expects one of noises as type -export function getNoiseOscillator(type = 'white', t) { +export function getNoiseOscillator(type = 'white', t, density = 0.02) { const ac = getAudioContext(); const o = ac.createBufferSource(); - o.buffer = getNoiseBuffer(type); + o.buffer = getNoiseBuffer(type, density); o.loop = true; o.start(t); return { diff --git a/packages/superdough/synth.mjs b/packages/superdough/synth.mjs index dafc2e7c..53f462d5 100644 --- a/packages/superdough/synth.mjs +++ b/packages/superdough/synth.mjs @@ -22,7 +22,7 @@ const fm = (osc, harmonicityRatio, modulationIndex, wave = 'sine') => { }; const waveforms = ['sine', 'square', 'triangle', 'sawtooth']; -const noises = ['pink', 'white', 'brown']; +const noises = ['pink', 'white', 'brown', 'crackle']; export function registerSynthSounds() { [...waveforms, ...noises].forEach((s) => { @@ -36,7 +36,7 @@ export function registerSynthSounds() { if (waveforms.includes(s)) { sound = getOscillator(s, t, value); } else { - sound = getNoiseOscillator(s, t); + sound = getNoiseOscillator(s, t, 0.002); } let { node: o, stop, triggerRelease } = sound;