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Integrate with the new impulse generation functionality
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@ -655,6 +655,15 @@ const generic_params = [
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* .vib("<.5 1 2 4 8 16>:12")
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*/
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[['vib', 'vibmod'], 'vibrato', 'v'],
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/**
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* Adds pink noise to the mix
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*
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* @name noise
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* @param {number | Pattern} wet wet amount
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* @example
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* sound("<white pink brown>/2")
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*/
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['noise'],
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/**
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* Sets the vibrato depth in semitones. Only has an effect if `vibrato` | `vib` | `v` is is also set
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*
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@ -970,56 +979,50 @@ const generic_params = [
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*
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*/
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[['room', 'size']],
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/**
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* Sets the room size of the reverb, see {@link room}.
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*
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* @name roomsize
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* @param {number | Pattern} size between 0 and 10
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* @synonyms size, sz
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* @example
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* s("bd sd").room(.8).roomsize("<0 1 2 4 8>")
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*
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*/
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/**
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* Reverb lowpass starting frequency (in hertz).
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* When this property is changed, the reverb will be recaculated, so only change this sparsely..
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*
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* @name revlp
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* @param {number} level between 0 and 20000hz
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* @name roomlp
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* @synonyms rlp
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* @param {number} frequency between 0 and 20000hz
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* @example
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* s("bd sd").room(0.5).revlp(10000)
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* s("bd sd").room(0.5).rlp(10000)
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* @example
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* s("bd sd").room(0.5).revlp(5000)
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* s("bd sd").room(0.5).rlp(5000)
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*/
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['revlp'],
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['roomlp', 'rlp'],
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/**
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* Reverb lowpass frequency at -60dB (in hertz).
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* When this property is changed, the reverb will be recaculated, so only change this sparsely..
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*
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* @name revdim
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* @param {number} level between 0 and 20000hz
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* @name roomdim
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* @synonyms rdim
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* @param {number} frequency between 0 and 20000hz
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* @example
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* s("bd sd").room(0.5).revlp(10000).revdim(8000)
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* s("bd sd").room(0.5).rlp(10000).rdim(8000)
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* @example
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* s("bd sd").room(0.5).revlp(5000).revdim(400)
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* s("bd sd").room(0.5).rlp(5000).rdim(400)
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*
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*/
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['revdim'],
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['roomdim', 'rdim'],
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/**
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* Reverb fade time (in seconds).
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* When this property is changed, the reverb will be recaculated, so only change this sparsely..
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*
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* @name fade
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* @name roomfade
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* @synonyms rfade
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* @param {number} seconds for the reverb to fade
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* @example
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* s("bd sd").room(0.5).revlp(10000).fade(0.5)
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* s("bd sd").room(0.5).rlp(10000).rfade(0.5)
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* @example
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* s("bd sd").room(0.5).revlp(5000).fade(4)
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* s("bd sd").room(0.5).rlp(5000).rfade(4)
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*
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*/
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['fade'],
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['roomfade', 'rfade'],
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/**
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* Sets the sample to use as an impulse response for the reverb.
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*
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* @name iresponse
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* @param {string | Pattern} sample sample to pick as an impulse response
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* Sets the sample to use as an impulse response for the reverb. * * @name iresponse
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* @param {string | Pattern} sample to use as an impulse response
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* @synonyms ir
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* @example
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* s("bd sd").room(.8).ir("<shaker_large:0 shaker_large:2>")
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@ -1028,23 +1031,25 @@ const generic_params = [
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[['ir', 'i'], 'iresponse'],
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/**
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* Sets the room size of the reverb, see {@link room}.
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* When this property is changed, the reverb will be recaculated, so only change this sparsely..
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*
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* @name roomsize
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* @param {number | Pattern} size between 0 and 10
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* @synonyms size, sz
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* @synonyms rsize, sz, size
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* @example
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* s("bd sd").room(.8).roomsize("<0 1 2 4 8>")
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* s("bd sd").room(.8).rsize(1)
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* @example
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* s("bd sd").room(.8).rsize(4)
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*
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*/
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// TODO: find out why :
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// s("bd sd").room(.8).roomsize("<0 .2 .4 .6 .8 [1,0]>").osc()
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// .. does not work. Is it because room is only one effect?
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['size', 'sz', 'roomsize'],
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['roomsize', 'size', 'sz', 'rsize'],
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// ['sagogo'],
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// ['sclap'],
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// ['sclaves'],
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// ['scrash'],
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/**
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* Wave shaping distortion. CAUTION: it might get loud
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*
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@ -1210,7 +1215,7 @@ const generic_params = [
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['pitchJump'],
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['pitchJumpTime'],
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['lfo', 'repeatTime'],
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['noise'],
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['znoise'], // noise on the frequency or as bubo calls it "frequency fog" :)
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['zmod'],
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['zcrush'], // like crush but scaled differently
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['zdelay'],
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@ -17,47 +17,43 @@ if (typeof AudioContext !== 'undefined') {
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return newBuffer;
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};
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AudioContext.prototype.createReverb = function (audioContext, duration, fade, revlp, revdim, imp) {
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AudioContext.prototype.createReverb = function (duration, fade, lp, dim, ir) {
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const convolver = this.createConvolver();
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convolver.setDuration = (d, fade, revlp, revdim, imp) => {
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if (imp) {
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convolver.buffer = this.adjustLength(d, imp);
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convolver.generate = (d, fade, lp, dim, buf) => {
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if (buf) {
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convolver.buffer = this.adjustLength(d, buf);
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return convolver;
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} else {
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this.generateReverb(
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{
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audioContext,
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audioContext: this,
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sampleRate: 44100,
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numChannels: 2,
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decayTime: d,
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fadeInTime: fade,
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lpFreqStart: revlp,
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lpFreqEnd: revdim,
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lpFreqStart: lp,
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lpFreqEnd: dim,
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},
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(buffer) => {
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convolver.buffer = buffer;
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},
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);
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convolver.duration = duration;
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convolver.duration = d;
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convolver.fade = fade;
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convolver.revlp = revlp;
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convolver.revdim = revdim;
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convolver.lp = lp;
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convolver.dim = dim;
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return convolver;
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}
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};
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convolver.setIR = (d, fade, revlp, revdim, imp) => {
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if (imp) {
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convolver.buffer = this.adjustLength(d, imp);
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convolver.setIR = (d, fade, lp, dim, buf) => {
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if (buf) {
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convolver.buffer = this.adjustLength(d, buf);
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} else {
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convolver.setDuration(d, fade, revlp, revdim, imp);
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convolver.generate(d, fade, lp, dim, buf);
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}
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return convolver;
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};
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convolver.setDuration(duration, fade, revlp, revdim, imp);
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convolver.generate(duration, fade, lp, dim, ir);
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return convolver;
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};
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}
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// TODO: make the reverb more exciting
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// check out https://blog.gskinner.com/archives/2019/02/reverb-web-audio-api.html
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@ -114,32 +114,29 @@ function getDelay(orbit, delaytime, delayfeedback, t) {
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let reverbs = {};
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function getReverb(orbit, duration = 2, fade, revlp, revdim, imp) {
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function getReverb(orbit, duration = 2, fade, lp, dim, ir) {
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if (!reverbs[orbit]) {
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const ac = getAudioContext();
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const reverb = ac.createReverb(getAudioContext(), duration, fade, revlp, revdim, imp);
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const reverb = ac.createReverb(duration, fade, lp, dim, ir);
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reverb.connect(getDestination());
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reverbs[orbit] = reverb;
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}
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const reverbOrbit = reverbs[orbit];
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if (
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reverbs[orbit].duration !== duration ||
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reverbs[orbit].fade !== fade ||
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reverbs[orbit].revlp !== revlp ||
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reverbs[orbit].revdim !== revdim
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reverbs[orbit].ir !== lp ||
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reverbs[orbit].dim !== dim ||
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reverbs[orbit].ir !== ir
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) {
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reverbs[orbit].setDuration(duration, fade, revlp, revdim);
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reverbs[orbit].duration = duration;
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reverbs[orbit].fade = fade;
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reverbs[orbit].revlp = revlp;
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reverbs[orbit].revdim = revdim;
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reverbs[orbit].generate(duration, fade, lp, dim, ir);
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}
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if (reverbs[orbit].ir !== imp) {
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reverbs[orbit] = reverbs[orbit].setIR(duration, fade, revlp, revdim, imp);
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reverbs[orbit].ir = imp;
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if (reverbs[orbit].ir !== ir) {
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reverbs[orbit] = reverbs[orbit].setIR(duration, fade, lp, dim, ir);
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reverbs[orbit].ir = ir;
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}
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return reverbs[orbit];
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}
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@ -238,10 +235,10 @@ export const superdough = async (value, deadline, hapDuration) => {
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delaytime = 0.25,
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orbit = 1,
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room,
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fade = 0.1,
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revlp = 15000,
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revdim = 1000,
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size = 2,
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roomfade = 0.1,
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roomlp = 15000,
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roomdim = 1000,
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roomsize = 2,
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ir,
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i = 0,
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velocity = 1,
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@ -393,8 +390,8 @@ export const superdough = async (value, deadline, hapDuration) => {
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buffer = await loadBuffer(url, ac, ir, 0);
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}
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let reverbSend;
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if (room > 0 && size > 0) {
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const reverbNode = getReverb(orbit, size, fade, revlp, revdim, buffer);
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if (room > 0 && roomsize > 0) {
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const reverbNode = getReverb(orbit, roomsize, roomfade, roomlp, roomdim, buffer);
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reverbSend = effectSend(post, reverbNode, room);
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}
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@ -183,39 +183,43 @@ global effects use the same chain for all events of the same orbit:
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<JsDoc client:idle name="orbit" h={0} />
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## delay
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## Delay
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### delay
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<JsDoc client:idle name="delay" h={0} />
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## delaytime
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### delaytime
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<JsDoc client:idle name="delaytime" h={0} />
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## delayfeedback
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### delayfeedback
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<JsDoc client:idle name="delayfeedback" h={0} />
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## room
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## Reverb
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### room
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<JsDoc client:idle name="room" h={0} />
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## roomsize
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### roomsize
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<JsDoc client:idle name="roomsize" h={0} />
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## fade
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### roomfade
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<JsDoc client:idle name="fade" h={0} />
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<JsDoc client:idle name="roomfade" h={0} />
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## revlp
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### roomlp
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<JsDoc client:idle name="revlp" h={0} />
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<JsDoc client:idle name="roomlp" h={0} />
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## revdim
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### roomdim
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<JsDoc client:idle name="revdim" h={0} />
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<JsDoc client:idle name="roomdim" h={0} />
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## iresponse
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### iresponse
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<JsDoc client:idle name="iresponse" h={0} />
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