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ZzFX.js
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ZzFX.js
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/*
ZzFX - Zuper Zmall Zound Zynth v1.1.8
By Frank Force 2019
https://github.com/KilledByAPixel/ZzFX
ZzFX Features
- Tiny synth engine with 20 controllable parameters.
- Play sounds via code, no need for sound assed files!
- Compatible with most modern web browsers.
- Small code footprint, the micro version is under 1 kilobyte.
- Can produce a huge variety of sound effect types.
- Sounds can be played with a short call. zzfx(...[,,,,.1,,,,9])
- A small bit of randomness appied to sounds when played.
- Use ZZFX.GetNote to get frequencies on a standard diatonic scale.
- Sounds can be saved out as wav files for offline playback.
- No additional libraries or dependencies are required.
*/
/*
ZzFX MIT License
Copyright (c) 2019 - Frank Force
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
'use strict';
// play a zzfx sound
export function zzfx(...parameters) { return ZZFX.play(...parameters) }
// zzfx object with some extra functionalty
export const ZZFX =
{
// master volume scale
volume: .3,
// sample rate for audio
sampleRate: 44100,
// create shared audio context
x: new (window.AudioContext || webkitAudioContext),
// play a sound from zzfx paramerters
play: function(...parameters)
{
// build samples and start sound
return this.playSamples(this.buildSamples(...parameters));
},
// play an array of samples
playSamples: function(...samples)
{
// create buffer and source
const buffer = this.x.createBuffer(samples.length, samples[0].length, this.sampleRate),
source = this.x.createBufferSource();
samples.map((d,i)=> buffer.getChannelData(i).set(d));
source.buffer = buffer;
source.connect(this.x.destination);
source.start();
return source;
},
// build an array of samples
buildSamples: function
(
volume = 1,
randomness = .05,
frequency = 220,
attack = 0,
sustain = 0,
release = .1,
shape = 0,
shapeCurve = 1,
slide = 0,
deltaSlide = 0,
pitchJump = 0,
pitchJumpTime = 0,
repeatTime = 0,
noise = 0,
modulation = 0,
bitCrush = 0,
delay = 0,
sustainVolume = 1,
decay = 0,
tremolo = 0
)
{
// init parameters
const PI2 = Math.PI*2;
let sampleRate = this.sampleRate,
sign = v => v>0?1:-1,
startSlide = slide *= 500 * PI2 / sampleRate / sampleRate,
startFrequency = frequency *=
(1 + randomness*2*Math.random() - randomness) * PI2 / sampleRate,
b=[], t=0, tm=0, i=0, j=1, r=0, c=0, s=0, f, length;
// scale by sample rate
attack = attack * sampleRate + 9; // minimum attack to prevent pop
decay *= sampleRate;
sustain *= sampleRate;
release *= sampleRate;
delay *= sampleRate;
deltaSlide *= 500 * PI2 / sampleRate**3;
modulation *= PI2 / sampleRate;
pitchJump *= PI2 / sampleRate;
pitchJumpTime *= sampleRate;
repeatTime = repeatTime * sampleRate | 0;
// generate waveform
for(length = attack + decay + sustain + release + delay | 0;
i < length; b[i++] = s)
{
if (!(++c%(bitCrush*100|0))) // bit crush
{
s = shape? shape>1? shape>2? shape>3? // wave shape
Math.sin((t%PI2)**3) : // 4 noise
Math.max(Math.min(Math.tan(t),1),-1): // 3 tan
1-(2*t/PI2%2+2)%2: // 2 saw
1-4*Math.abs(Math.round(t/PI2)-t/PI2): // 1 triangle
Math.sin(t); // 0 sin
s = (repeatTime ?
1 - tremolo + tremolo*Math.sin(PI2*i/repeatTime) // tremolo
: 1) *
sign(s)*(Math.abs(s)**shapeCurve) * // curve 0=square, 2=pointy
volume * this.volume * ( // envelope
i < attack ? i/attack : // attack
i < attack + decay ? // decay
1-((i-attack)/decay)*(1-sustainVolume) : // decay falloff
i < attack + decay + sustain ? // sustain
sustainVolume : // sustain volume
i < length - delay ? // release
(length - i - delay)/release * // release falloff
sustainVolume : // release volume
0); // post release
s = delay ? s/2 + (delay > i ? 0 : // delay
(i<length-delay? 1 : (length-i)/delay) * // release delay
b[i-delay|0]/2) : s; // sample delay
}
f = (frequency += slide += deltaSlide) * // frequency
Math.cos(modulation*tm++); // modulation
t += f - f*noise*(1 - (Math.sin(i)+1)*1e9%2); // noise
if (j && ++j > pitchJumpTime) // pitch jump
{
frequency += pitchJump; // apply pitch jump
startFrequency += pitchJump; // also apply to start
j = 0; // stop pitch jump time
}
if (repeatTime && !(++r % repeatTime)) // repeat
{
frequency = startFrequency; // reset frequency
slide = startSlide; // reset slide
j = j || 1; // reset pitch jump time
}
}
return b;
},
// get frequency of a musical note on a diatonic scale
getNote: function(semitoneOffset=0, rootNoteFrequency=440)
{
return rootNoteFrequency * 2**(semitoneOffset/12);
}
} // ZZFX