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music.js
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music.js
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//FILE: music.js
G.music={}
G.music.init = function() {
this.enabled=true;
G.music.ac = typeof AudioContext !== "undefined" ? new AudioContext : new webkitAudioContext;
G.music.tempo=100;
G.music.lead = [
"C3 e","C3 e","B3 e","C3 e","C3 s","C3 s","G3 s","C3 s","G3 s","C3 s","C3 s","- s",
"A3 e","G3 e","A3 e","G3 e","C3 e","C3 e","C3 e","- e",
],
G.music.lead1 = [
"C3 s","C3 s","A3 s","C3 s","G3 s","C4 s","C3 s","- s","F3 e","C3 e","A3 e","F3 e",
"A3 e","G3 e","C3 s","C3 s","G3 e","C3 e","D4 e","C3 e","- e",
],
G.music.harmony = [
"- e","D4 e","C4 e","D4 e","C3 e","C4 e","A3 e","C3 e",
"G3 e","A3 e","C3 e","A3 e","G3 e","A3 e","F3 q",
"- e","D4 s","C4 s","D4 e","C3 e","C4 e","C3 e","A3 e","C3 e",
"G3 e","A3 e","C3 e","A3 e","G3 s","A3 s","G3 e","F3 q"
],
G.music.bass = [
"D3 q","- h","D3 q",
"A3 q","- h","A2 q",
"C2 q","- h","C2 q",
"G2 h","A2 h"
];
G.music.jump = ["C5 q","- q"];
G.music.gameover = ["E3 q","D3 q","C2 h"];
G.music.seq1 = new TinyMusic.Sequence( G.music.ac, G.music.tempo, G.music.lead );
G.music.seq1.createCustomWave([-1,-0.9,-0.6,-0.3, 0, 0.3, 0.6, 0.9,1])
G.music.seq2 = new TinyMusic.Sequence( G.music.ac, G.music.tempo, G.music.harmony );
G.music.seq3 = new TinyMusic.Sequence( G.music.ac, G.music.tempo, G.music.bass );
G.music.seq3.createCustomWave([-1,-0.9,-0.6,-0.3, 0, 0.3, 0.6, 0.9,1])
G.music.seq4 = new TinyMusic.Sequence( G.music.ac, G.music.tempo, G.music.lead1 );
G.music.seq4.createCustomWave([-1,-0.8,-0.4,-0.2, 0, 0.2, 0.4, 0.8,1])
// set staccato and smoothing values for maximum coolness
G.music.seq1.staccato = 0.55;
G.music.seq4.staccato = 0.55;
G.music.seq2.staccato = 0.55;
G.music.seq3.staccato = 0.15;
G.music.seq3.smoothing = 0.9;
// adjust the levels so the bass and harmony aren"t too loud
G.music.seq1.gain.gain.value = 1.0 / 20;
G.music.seq4.gain.gain.value = 1.0 / 20;
G.music.seq2.gain.gain.value = 0.8 / 20;
G.music.seq3.gain.gain.value = 0.65 / 20;
// apply EQ settings
G.music.seq1.mid.frequency.value = 800;
G.music.seq4.mid.frequency.value = 800;
G.music.seq1.mid.gain.value = 3;
G.music.seq4.mid.gain.value = 3;
G.music.seq2.mid.frequency.value = 1200;
G.music.seq3.mid.gain.value = 3;
G.music.seq3.bass.gain.value = 16;
G.music.seq3.bass.frequency.value = 80;
G.music.seq3.mid.gain.value = -6;
G.music.seq3.mid.frequency.value = 500;
G.music.seq3.treble.gain.value = -2;
G.music.seq3.treble.frequency.value = 1400;
this.sfxJump = new TinyMusic.Sequence( G.music.ac, G.music.tempo, G.music.jump);
this.sfxJump.staccato = 0.45;
this.sfxJump.smoothing = 0.2;
this.sfxJump.gain.gain.value = 0.65 / 10;
this.sfxJump.bass.gain.value = -6;
this.sfxJump.bass.frequency.value = 1400;
this.sfxJump.mid.gain.value = -6;
this.sfxJump.mid.frequency.value = 1400;
this.sfxJump.treble.gain.value = -2;
this.sfxJump.treble.frequency.value = 1400;
this.sfxGameOver = new TinyMusic.Sequence( G.music.ac, G.music.tempo, G.music.gameover);
this.sfxGameOver.staccato = 0.45;
this.sfxGameOver.smoothing = 0.2;
this.sfxGameOver.gain.gain.value = 0.65 / 10;
this.sfxGameOver.bass.gain.value = -6;
this.sfxGameOver.bass.frequency.value = 1400;
this.sfxGameOver.mid.gain.value = -6;
this.sfxGameOver.mid.frequency.value = 1400;
this.sfxGameOver.treble.gain.value = -2;
this.sfxGameOver.treble.frequency.value = 1400;
}
G.music.playJump = function() {
if (!this.enabled) return;
this.sfxJump.play(this.ac.currentTime)
this.sfxJump.loop=false;
}
G.music.playGameOver = function() {
if (!this.enabled) return;
this.sfxGameOver.play(this.ac.currentTime)
this.sfxGameOver.loop=false;
}
G.music.restart = function() {
this.tempo=100;
this.seq1.counter=0;
this.seq4.counter=0;
if (!this.enabled) return;
this.play();
};
G.music.play = function() {
G.music.seq1.play( G.music.ac.currentTime );
var foo1 = function() {
++G.music.seq1.counter;
if (G.music.seq1.counter%4!=0)
{G.music.seq1.play(G.music.ac.currentTime);G.music.seq1.osc.onended = foo1;}
else {G.music.seq4.play(G.music.ac.currentTime);G.music.seq4.osc.onended = foo4;}
}
var foo4 = function() {
++G.music.seq4.counter;
if (G.music.seq4.counter%4!=0)
{G.music.seq4.play(G.music.ac.currentTime);G.music.seq4.osc.onended = foo4;}
else {G.music.seq1.play(G.music.ac.currentTime);G.music.seq1.osc.onended = foo1;}
}
G.music.seq1.osc.onended = foo1;
G.music.seq2.play( G.music.ac.currentTime + ( 60 / G.music.tempo ) * 16 );
var foo2 = function() {
// After enabled harmony once, wait 16 beats then play again
G.music.seq2.play( G.music.ac.currentTime + ( 60 / G.music.tempo ) * 16 );
G.music.seq2.osc.onended = foo2;
}
G.music.seq2.osc.onended = foo2;
G.music.seq3.play( G.music.ac.currentTime + (60 / G.music.tempo ) * 8 );
var foo3 = function() {
G.music.seq3.play( G.music.ac.currentTime + ( 60 / G.music.tempo ) * 16 );
G.music.seq3.osc.onended = foo3;
}
G.music.seq3.osc.onended = foo3;
};
G.music.stop = function() {
G.music.seq1.stop();
G.music.seq2.stop();
G.music.seq3.stop();
G.music.seq4.stop();
};
G.music.toggle=function(){
if (this.enabled) {
this.stop();
this.enabled=false;
G.entity.get('mute').col=2;
}
else {
this.play();
this.enabled=true;
G.entity.get('mute').col=0;
}
};