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engineAudio.js
552 lines (486 loc) 路 21.2 KB
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engineAudio.js
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/**
* LittleJS Audio System
* - <a href=https://killedbyapixel.github.io/ZzFX/>ZzFX Sound Effects</a> - ZzFX Sound Effect Generator
* - <a href=https://keithclark.github.io/ZzFXM/>ZzFXM Music</a> - ZzFXM Music System
* - Caches sounds and music for fast playback
* - Can attenuate and apply stereo panning to sounds
* - Ability to play mp3, ogg, and wave files
* - Speech synthesis functions
* @namespace Audio
*/
'use strict';
/**
* Sound Object - Stores a zzfx sound for later use and can be played positionally
*
* <a href=https://killedbyapixel.github.io/ZzFX/>Create sounds using the ZzFX Sound Designer.</a>
* @example
* // create a sound
* const sound_example = new Sound([.5,.5]);
*
* // play the sound
* sound_example.play();
*/
class Sound
{
/** Create a sound object and cache the zzfx samples for later use
* @param {Array} zzfxSound - Array of zzfx parameters, ex. [.5,.5]
* @param {Number} [range=soundDefaultRange] - World space max range of sound, will not play if camera is farther away
* @param {Number} [taper=soundDefaultTaper] - At what percentage of range should it start tapering off
*/
constructor(zzfxSound, range=soundDefaultRange, taper=soundDefaultTaper)
{
if (!soundEnable) return;
/** @property {Number} - World space max range of sound, will not play if camera is farther away */
this.range = range;
/** @property {Number} - At what percentage of range should it start tapering off */
this.taper = taper;
/** @property {Number} - How much to randomize frequency each time sound plays */
this.randomness = 0;
if (zzfxSound)
{
// generate zzfx sound now for fast playback
this.randomness = zzfxSound[1] || (zzfxSound[1] = 0);
this.sampleChannels = [zzfxG(...zzfxSound)];
this.sampleRate = zzfxR;
}
}
/** Play the sound
* @param {Vector2} [pos] - World space position to play the sound, sound is not attenuated if null
* @param {Number} [volume=1] - How much to scale volume by (in addition to range fade)
* @param {Number} [pitch=1] - How much to scale pitch by (also adjusted by this.randomness)
* @param {Number} [randomnessScale=1] - How much to scale randomness
* @param {Boolean} [loop=0] - Should the sound loop
* @return {AudioBufferSourceNode} - The audio source node
*/
play(pos, volume=1, pitch=1, randomnessScale=1, loop=0)
{
if (!soundEnable || !this.sampleChannels) return;
let pan;
if (pos)
{
const range = this.range;
if (range)
{
// apply range based fade
const lengthSquared = cameraPos.distanceSquared(pos);
if (lengthSquared > range*range)
return; // out of range
// attenuate volume by distance
volume *= percent(lengthSquared**.5, range, range*this.taper);
}
// get pan from screen space coords
pan = worldToScreen(pos).x * 2/mainCanvas.width - 1;
}
// play the sound
const playbackRate = pitch + pitch * this.randomness*randomnessScale*rand(-1,1);
return this.source = playSamples(this.sampleChannels, volume, playbackRate, pan, loop, this.sampleRate);
}
/** Stop the last instance of this sound that was played */
stop()
{
if (this.source)
this.source.stop();
this.source = 0;
}
/** Play the sound as a note with a semitone offset
* @param {Number} semitoneOffset - How many semitones to offset pitch
* @param {Vector2} [pos] - World space position to play the sound, sound is not attenuated if null
* @param {Number} [volume=1] - How much to scale volume by (in addition to range fade)
* @return {AudioBufferSourceNode} - The audio source node
*/
playNote(semitoneOffset, pos, volume)
{ return this.play(pos, volume, 2**(semitoneOffset/12), 0); }
/** Get how long this sound is in seconds
* @return {Number} - How long the sound is in seconds (undefined if loading)
*/
getDuration()
{ return this.sampleChannels && this.sampleChannels[0].length / this.sampleRate; }
/** Check if the last instance of this sound is playing
* @return {Boolean} - True if the sound is playing
*/
isPlaying() { return this.source && !this.source.ended; }
/** Check if sound is loading, for sounds fetched from a url
* @return {Boolean} - True if sound is loading and not ready to play
*/
isLoading() { return !this.sampleChannels; }
}
/**
* Sound Wave Object - Stores a wave sound for later use and can be played positionally
* - this can be used to play wave, mp3, and ogg files
* @example
* // create a sound
* const sound_example = new SoundWave('sound.mp3');
*
* // play the sound
* sound_example.play();
*/
class SoundWave extends Sound
{
/** Create a sound object and cache the wave file for later use
* @param {String} filename - Filename of audio file to load
* @param {Number} [randomness=0] - How much to randomize frequency each time sound plays
* @param {Number} [range=soundDefaultRange] - World space max range of sound, will not play if camera is farther away
* @param {Number} [taper=soundDefaultTaper] - At what percentage of range should it start tapering off
*/
constructor(filename, randomness=0, range, taper)
{
super(0, range, taper);
this.randomness = randomness;
if (!soundEnable) return;
if (!soundDecoderContext)
soundDecoderContext = new AudioContext;
fetch(filename)
.then(response => response.arrayBuffer())
.then(arrayBuffer => soundDecoderContext.decodeAudioData(arrayBuffer))
.then(audioBuffer =>
{
this.sampleChannels = [];
for (let i = audioBuffer.numberOfChannels; i--;)
this.sampleChannels[i] = audioBuffer.getChannelData(i);
this.sampleRate = audioBuffer.sampleRate;
});
}
}
let soundDecoderContext; // audio context used only to decode audio files
/**
* Music Object - Stores a zzfx music track for later use
*
* <a href=https://keithclark.github.io/ZzFXM/>Create music with the ZzFXM tracker.</a>
* @example
* // create some music
* const music_example = new Music(
* [
* [ // instruments
* [,0,400] // simple note
* ],
* [ // patterns
* [ // pattern 1
* [ // channel 0
* 0, -1, // instrument 0, left speaker
* 1, 0, 9, 1 // channel notes
* ],
* [ // channel 1
* 0, 1, // instrument 1, right speaker
* 0, 12, 17, -1 // channel notes
* ]
* ],
* ],
* [0, 0, 0, 0], // sequence, play pattern 0 four times
* 90 // BPM
* ]);
*
* // play the music
* music_example.play();
*/
class Music extends Sound
{
/** Create a music object and cache the zzfx music samples for later use
* @param {Array} zzfxMusic - Array of zzfx music parameters
*/
constructor(zzfxMusic)
{
super();
if (!soundEnable) return;
this.randomness = 0;
this.sampleChannels = zzfxM(...zzfxMusic);
this.sampleRate = zzfxR;
}
/** Play the music
* @param {Number} [volume=1] - How much to scale volume by
* @param {Boolean} [loop=1] - True if the music should loop
* @return {AudioBufferSourceNode} - The audio source node
*/
play(volume, loop = 1)
{ return super.play(0, volume, 1, 1, loop); }
}
/** Play an mp3, ogg, or wav audio from a local file or url
* @param {String} url - Location of sound file to play
* @param {Number} [volume=1] - How much to scale volume by
* @param {Boolean} [loop=1] - True if the music should loop
* @return {HTMLAudioElement} - The audio element for this sound
* @memberof Audio */
function playAudioFile(url, volume=1, loop=1)
{
if (!soundEnable) return;
const audio = new Audio(url);
audio.volume = soundVolume * volume;
audio.loop = loop;
audio.play();
return audio;
}
/** Speak text with passed in settings
* @param {String} text - The text to speak
* @param {String} [language] - The language/accent to use (examples: en, it, ru, ja, zh)
* @param {Number} [volume=1] - How much to scale volume by
* @param {Number} [rate=1] - How quickly to speak
* @param {Number} [pitch=1] - How much to change the pitch by
* @return {SpeechSynthesisUtterance} - The utterance that was spoken
* @memberof Audio */
function speak(text, language='', volume=1, rate=1, pitch=1)
{
if (!soundEnable || !speechSynthesis) return;
// common languages (not supported by all browsers)
// en - english, it - italian, fr - french, de - german, es - spanish
// ja - japanese, ru - russian, zh - chinese, hi - hindi, ko - korean
// build utterance and speak
const utterance = new SpeechSynthesisUtterance(text);
utterance.lang = language;
utterance.volume = 2*volume*soundVolume;
utterance.rate = rate;
utterance.pitch = pitch;
speechSynthesis.speak(utterance);
return utterance;
}
/** Stop all queued speech
* @memberof Audio */
function speakStop() {speechSynthesis && speechSynthesis.cancel();}
/** Get frequency of a note on a musical scale
* @param {Number} semitoneOffset - How many semitones away from the root note
* @param {Number} [rootNoteFrequency=220] - Frequency at semitone offset 0
* @return {Number} - The frequency of the note
* @memberof Audio */
function getNoteFrequency(semitoneOffset, rootFrequency=220)
{ return rootFrequency * 2**(semitoneOffset/12); }
///////////////////////////////////////////////////////////////////////////////
/** Audio context used by the engine
* @memberof Audio */
let audioContext;
/** Play cached audio samples with given settings
* @param {Array} sampleChannels - Array of arrays of samples to play (for stereo playback)
* @param {Number} [volume=1] - How much to scale volume by
* @param {Number} [rate=1] - The playback rate to use
* @param {Number} [pan=0] - How much to apply stereo panning
* @param {Boolean} [loop=0] - True if the sound should loop when it reaches the end
* @param {Number} [sampleRate=44100] - Sample rate for the sound
* @return {AudioBufferSourceNode} - The audio node of the sound played
* @memberof Audio */
function playSamples(sampleChannels, volume=1, rate=1, pan=0, loop=0, sampleRate=zzfxR)
{
if (!soundEnable) return;
// create audio context if needed
if (!audioContext)
audioContext = new AudioContext;
// prevent sounds from building up if they can't be played
if (audioContext.state != 'running')
{
// fix stalled audio
audioContext.resume();
return;
}
// create buffer and source
const buffer = audioContext.createBuffer(sampleChannels.length, sampleChannels[0].length, sampleRate),
source = audioContext.createBufferSource();
// copy samples to buffer and setup source
sampleChannels.forEach((c,i)=> buffer.getChannelData(i).set(c));
source.buffer = buffer;
source.playbackRate.value = rate;
source.loop = loop;
// create and connect gain node (createGain is more widely spported then GainNode construtor)
const gainNode = audioContext.createGain();
gainNode.gain.value = soundVolume*volume;
gainNode.connect(audioContext.destination);
// connect source to stereo panner and gain
source.connect(new StereoPannerNode(audioContext, {'pan':clamp(pan, -1, 1)})).connect(gainNode);
// play and return sound
source.start();
return source;
}
///////////////////////////////////////////////////////////////////////////////
// ZzFXMicro - Zuper Zmall Zound Zynth - v1.2.0 by Frank Force
/** Generate and play a ZzFX sound
*
* <a href=https://killedbyapixel.github.io/ZzFX/>Create sounds using the ZzFX Sound Designer.</a>
* @param {Array} zzfxSound - Array of ZzFX parameters, ex. [.5,.5]
* @return {AudioBufferSourceNode} - The audio node of the sound played
* @memberof Audio */
function zzfx(...zzfxSound) { return playSamples([zzfxG(...zzfxSound)]); }
/** Sample rate used for all ZzFX sounds
* @default 44100
* @memberof Audio */
const zzfxR = 44100;
/** Generate samples for a ZzFX sound
* @param {Number} [volume=1] - Volume scale (percent)
* @param {Number} [randomness=.05] - How much to randomize frequency (percent Hz)
* @param {Number} [frequency=220] - Frequency of sound (Hz)
* @param {Number} [attack=0] - Attack time, how fast sound starts (seconds)
* @param {Number} [sustain=0] - Sustain time, how long sound holds (seconds)
* @param {Number} [release=.1] - Release time, how fast sound fades out (seconds)
* @param {Number} [shape=0] - Shape of the sound wave
* @param {Number} [shapeCurve=1] - Squarenes of wave (0=square, 1=normal, 2=pointy)
* @param {Number} [slide=0] - How much to slide frequency (kHz/s)
* @param {Number} [deltaSlide=0] - How much to change slide (kHz/s/s)
* @param {Number} [pitchJump=0] - Frequency of pitch jump (Hz)
* @param {Number} [pitchJumpTime=0] - Time of pitch jump (seconds)
* @param {Number} [repeatTime=0] - Resets some parameters periodically (seconds)
* @param {Number} [noise=0] - How much random noise to add (percent)
* @param {Number} [modulation=0] - Frequency of modulation wave, negative flips phase (Hz)
* @param {Number} [bitCrush=0] - Resamples at a lower frequency in (samples*100)
* @param {Number} [delay=0] - Overlap sound with itself for reverb and flanger effects (seconds)
* @param {Number} [sustainVolume=1] - Volume level for sustain (percent)
* @param {Number} [decay=0] - Decay time, how long to reach sustain after attack (seconds)
* @param {Number} [tremolo=0] - Trembling effect, rate controlled by repeat time (precent)
* @return {Array} - Array of audio samples
* @memberof Audio
*/
function zzfxG
(
// parameters
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
)
{
// locals
let PI2 = PI*2, startSlide = slide *= 500 * PI2 / zzfxR / zzfxR, b=[],
startFrequency = frequency *= (1 + randomness*rand(-1,1)) * PI2 / zzfxR,
t=0, tm=0, i=0, j=1, r=0, c=0, s=0, f, length
// scale by sample rate
attack = attack * zzfxR + 9; // minimum attack to prevent pop
decay *= zzfxR;
sustain *= zzfxR;
release *= zzfxR;
delay *= zzfxR;
deltaSlide *= 500 * PI2 / zzfxR**3;
modulation *= PI2 / zzfxR;
pitchJump *= PI2 / zzfxR;
pitchJumpTime *= zzfxR;
repeatTime = repeatTime * zzfxR | 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
max(min(Math.tan(t),1),-1): // 3 tan
1-(2*t/PI2%2+2)%2: // 2 saw
1-4*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)*(abs(s)**shapeCurve) * // curve 0=square, 2=pointy
volume * soundVolume * ( // 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; // reset pitch jump time
}
if (repeatTime && !(++r % repeatTime)) // repeat
{
frequency = startFrequency; // reset frequency
slide = startSlide; // reset slide
j ||= 1; // reset pitch jump time
}
}
return b;
}
///////////////////////////////////////////////////////////////////////////////
// ZzFX Music Renderer v2.0.3 by Keith Clark and Frank Force
/** Generate samples for a ZzFM song with given parameters
* @param {Array} instruments - Array of ZzFX sound paramaters
* @param {Array} patterns - Array of pattern data
* @param {Array} sequence - Array of pattern indexes
* @param {Number} [BPM=125] - Playback speed of the song in BPM
* @return {Array} - Left and right channel sample data
* @memberof Audio */
function zzfxM(instruments, patterns, sequence, BPM = 125)
{
let i, j, k;
let instrumentParameters;
let note;
let sample;
let patternChannel;
let notFirstBeat;
let stop;
let instrument;
let attenuation;
let outSampleOffset;
let isSequenceEnd;
let sampleOffset = 0;
let nextSampleOffset;
let sampleBuffer = [];
let leftChannelBuffer = [];
let rightChannelBuffer = [];
let channelIndex = 0;
let panning = 0;
let hasMore = 1;
let sampleCache = {};
let beatLength = zzfxR / BPM * 60 >> 2;
// for each channel in order until there are no more
for (; hasMore; channelIndex++) {
// reset current values
sampleBuffer = [hasMore = notFirstBeat = outSampleOffset = 0];
// for each pattern in sequence
sequence.forEach((patternIndex, sequenceIndex) => {
// get pattern for current channel, use empty 1 note pattern if none found
patternChannel = patterns[patternIndex][channelIndex] || [0, 0, 0];
// check if there are more channels
hasMore ||= !!patterns[patternIndex][channelIndex];
// get next offset, use the length of first channel
nextSampleOffset = outSampleOffset + (patterns[patternIndex][0].length - 2 - !notFirstBeat) * beatLength;
// for each beat in pattern, plus one extra if end of sequence
isSequenceEnd = sequenceIndex == sequence.length - 1;
for (i = 2, k = outSampleOffset; i < patternChannel.length + isSequenceEnd; notFirstBeat = ++i) {
// <channel-note>
note = patternChannel[i];
// stop if end, different instrument or new note
stop = i == patternChannel.length + isSequenceEnd - 1 && isSequenceEnd ||
instrument != (patternChannel[0] || 0) || note | 0;
// fill buffer with samples for previous beat, most cpu intensive part
for (j = 0; j < beatLength && notFirstBeat;
// fade off attenuation at end of beat if stopping note, prevents clicking
j++ > beatLength - 99 && stop ? attenuation += (attenuation < 1) / 99 : 0
) {
// copy sample to stereo buffers with panning
sample = (1 - attenuation) * sampleBuffer[sampleOffset++] / 2 || 0;
leftChannelBuffer[k] = (leftChannelBuffer[k] || 0) - sample * panning + sample;
rightChannelBuffer[k] = (rightChannelBuffer[k++] || 0) + sample * panning + sample;
}
// set up for next note
if (note) {
// set attenuation
attenuation = note % 1;
panning = patternChannel[1] || 0;
if (note |= 0) {
// get cached sample
sampleBuffer = sampleCache[
[
instrument = patternChannel[sampleOffset = 0] || 0,
note
]
] = sampleCache[[instrument, note]] || (
// add sample to cache
instrumentParameters = [...instruments[instrument]],
instrumentParameters[2] *= 2 ** ((note - 12) / 12),
// allow negative values to stop notes
note > 0 ? zzfxG(...instrumentParameters) : []
);
}
}
}
// update the sample offset
outSampleOffset = nextSampleOffset;
});
}
return [leftChannelBuffer, rightChannelBuffer];
}