2023-12-15 12:16:28 -07:00

159 lines
5.5 KiB
JavaScript

import { getAudioContext } from './superdough.mjs';
import { clamp } from './util.mjs';
export function gainNode(value) {
const node = getAudioContext().createGain();
node.gain.value = value;
return node;
}
// alternative to getADSR returning the gain node and a stop handle to trigger the release anytime in the future
export const getEnvelope = (attack, decay, sustain, release, velocity, begin) => {
const gainNode = getAudioContext().createGain();
gainNode.gain.setValueAtTime(0, begin);
gainNode.gain.linearRampToValueAtTime(velocity, begin + attack); // attack
gainNode.gain.linearRampToValueAtTime(sustain * velocity, begin + attack + decay); // sustain start
// sustain end
return {
node: gainNode,
stop: (t) => {
//if (typeof gainNode.gain.cancelAndHoldAtTime === 'function') {
// gainNode.gain.cancelAndHoldAtTime(t); // this seems to release instantly....
// see https://discord.com/channels/779427371270275082/937365093082079272/1086053607360712735
//} else {
// firefox: this will glitch when the sustain has not been reached yet at the time of release
gainNode.gain.setValueAtTime(sustain * velocity, t);
//}
gainNode.gain.linearRampToValueAtTime(0, t + release);
},
};
};
export const getExpEnvelope = (attack, decay, sustain, release, velocity, begin) => {
sustain = Math.max(0.001, sustain);
velocity = Math.max(0.001, velocity);
const gainNode = getAudioContext().createGain();
gainNode.gain.setValueAtTime(0.0001, begin);
gainNode.gain.exponentialRampToValueAtTime(velocity, begin + attack);
gainNode.gain.exponentialRampToValueAtTime(sustain * velocity, begin + attack + decay);
return {
node: gainNode,
stop: (t) => {
// similar to getEnvelope, this will glitch if sustain level has not been reached
gainNode.gain.exponentialRampToValueAtTime(0.0001, t + release);
},
};
};
export const getADSR = (attack, decay, sustain, release, velocity, begin, end) => {
const gainNode = getAudioContext().createGain();
gainNode.gain.setValueAtTime(0, begin);
gainNode.gain.linearRampToValueAtTime(velocity, begin + attack); // attack
gainNode.gain.linearRampToValueAtTime(sustain * velocity, begin + attack + decay); // sustain start
gainNode.gain.setValueAtTime(sustain * velocity, end); // sustain end
gainNode.gain.linearRampToValueAtTime(0, end + release); // release
// for some reason, using exponential ramping creates little cracklings
/* let t = begin;
gainNode.gain.setValueAtTime(0, t);
gainNode.gain.exponentialRampToValueAtTime(velocity, (t += attack));
const sustainGain = Math.max(sustain * velocity, 0.001);
gainNode.gain.exponentialRampToValueAtTime(sustainGain, (t += decay));
if (end - begin < attack + decay) {
gainNode.gain.cancelAndHoldAtTime(end);
} else {
gainNode.gain.setValueAtTime(sustainGain, end);
}
gainNode.gain.exponentialRampToValueAtTime(0.001, end + release); // release */
return gainNode;
};
export const getParamADSR = (param, attack, decay, sustain, release, min, max, begin, end) => {
const range = max - min;
const peak = min + range;
const sustainLevel = min + sustain * range;
param.setValueAtTime(min, begin);
param.linearRampToValueAtTime(peak, begin + attack);
param.linearRampToValueAtTime(sustainLevel, begin + attack + decay);
param.setValueAtTime(sustainLevel, end);
param.linearRampToValueAtTime(min, end + Math.max(release, 0.1));
};
export function getCompressor(ac, threshold, ratio, knee, attack, release) {
const options = {
threshold: threshold ?? -3,
ratio: ratio ?? 10,
knee: knee ?? 10,
attack: attack ?? 0.005,
release: release ?? 0.05,
};
return new DynamicsCompressorNode(ac, options);
}
const envmin = 0.001;
export const getADSRValues = (params, defaultValues = [envmin, envmin, 1, envmin]) => {
const [a, d, s, r] = params;
const [defA, defD, defS, defR] = defaultValues;
console.log(a, d, s, r);
if (a == null && d == null && s == null && r == null) {
return defaultValues;
}
const sustain = s != null ? s : (a != null && d == null) || (a == null && d == null) ? defS : envmin;
return [a ?? envmin, d ?? envmin, sustain, r ?? envmin];
};
export function createFilter(
context,
type,
frequency,
Q,
attack,
decay,
sustain,
release,
fenv,
start,
end,
fanchor = 0.5,
) {
const filter = context.createBiquadFilter();
filter.type = type;
filter.Q.value = Q;
filter.frequency.value = frequency;
// Apply ADSR to filter frequency
if (!isNaN(fenv) && fenv !== 0) {
const offset = fenv * fanchor;
const min = clamp(2 ** -offset * frequency, 0, 20000);
const max = clamp(2 ** (fenv - offset) * frequency, 0, 20000);
// console.log('min', min, 'max', max);
getParamADSR(filter.frequency, attack, decay, sustain, release, min, max, start, end);
return filter;
}
return filter;
}
// stays 1 until .5, then fades out
let wetfade = (d) => (d < 0.5 ? 1 : 1 - (d - 0.5) / 0.5);
// mix together dry and wet nodes. 0 = only dry 1 = only wet
// still not too sure about how this could be used more generally...
export function drywet(dry, wet, wetAmount = 0) {
const ac = getAudioContext();
if (!wetAmount) {
return dry;
}
let dry_gain = ac.createGain();
let wet_gain = ac.createGain();
dry.connect(dry_gain);
wet.connect(wet_gain);
dry_gain.gain.value = wetfade(wetAmount);
wet_gain.gain.value = wetfade(1 - wetAmount);
let mix = ac.createGain();
dry_gain.connect(mix);
wet_gain.connect(mix);
return mix;
}